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Shiny, Bearer of the Pokystick
2006-06-21, 04:08 PM
Ladies and gentlepersons; I am inclined, against my better nature, to begin and institute a great project, begun innocent, and sure to end badly.
It began with an innocuous comment:

I think someone needs to come up with a campaign where every monster is adorable, and maybe all the characters (PCs included) are under the age of 3.

Cutest campaign ever.

Upon hearing this, I knew. I knew that this would indeed come to pass. And to that end, I present to you the thesis of Project C.U.T.E.:
Chaos,
Unimaginable,
Terrible,
Endless.

To whit, I will be attempting to gather together all the most adorable monsters in existence, such as Mephibosheth's Puppy Swarm (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150136645 ).

In addition, I will be seeking to create adorable versions of existing classes suitable for three-to-five year old PCs.

To create an 'adorable' template that can be applied to almost any monster to create a suitably huggable, snuggable version thereof, if possible.

And a selection of adorable feats, alternative adorable skill usages, adorable magic items, prestige classes, etc..

In the end, it's hoped enough material will have been produced to actually run such a campaign.
And it will be squidgy widgy adowable.

The Informal Theme for This Time Period Is:
Base classes.
Come one, come all, submit your base classes.
In addition to base classes, suplemmental material, such as new skills for your class, new spells for your class, new weapons, feats- anything that is needed to make your class work- can also be submitted.

If you've got monsters, templates, or prestige classes, save them somewhere- your time is coming.

If you've got skills, feats, spells, combat moves/actions, or races, bring em' on.


Adorable Monsters
Fire Puppy (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150873043 ;start=).
Puppy Swarm (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150136645 ).
Stuffed Animal (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=9#9)
Zombear (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=10#10)
Monster Under The Bed (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=22#22)
Beloved Gaurdian (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=53#53)
TV Set (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=150#163)
Adorable Templates
Pinata (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=52#52)
Adorable Races
Care Bear (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=16#16)
Adorable Magic Items
Security Blanket (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=27#27)
Story Scroll and Magic Bookmark (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=70#70)
Cookie, Cookie Jar, and Book of Bedtime Stories (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=68#68)
Bag of Infinite Legos (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=226#226)
Soda (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=250#250)
Lollipop of Cute (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=262#262)
Video Game (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=267#267)
Adorable Feats
Sad Puppy Face (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=19#19)
Write Story Scroll (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=70#70)
Imagine Prowess and Weapon Flourish (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=103#103)
Dramatic Pose and Warcry (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=111#111)
Heroic Sprint (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=112#112)
Sore Loser (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=147#147)
Aberrant Dreams (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=149#149)
Debate Death (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=209#209)
Unlimited Ammo (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=218#218)
Fuzzy Shape Spell (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=223#223)
Bossy, You're not the boss of me, Insistent foot stamping (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=343#343)
Adorable Combat Manouvers
Hide Under The Sheets (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=24#24)
Five Second Rule (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=255#255)
The Adorable Template
V 0.1 (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=28#28)
Adorable Skills
Hold It, Play, and Imagine (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=46#46)
Knowledge (imaginal geography). (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=225#225)
Tantrum (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=61#61)
Construct (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=301#301)
Adorable Classes
The Whiner (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=36#36)
The Dreamer (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=56#56)
The Darling (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=66#66)
The Storybook Hero (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=80#80)
The Animal Lover (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=102#102)
Panlid Champion (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=110#110)
Mama's Boy (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=194#194)
-Spell List (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=321#321)
Scaredycat (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=280#280)
Quiet Reader (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=313#313)
Storyteller (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=324#324)
Adorable Spells
Touch of Tickling (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=58#58)
Find the page (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=70#70)
I Call Time Out (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=216#216)
You Have to Share (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=224#224)
Base (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=255#255)
Red light/Green light. (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=269#269)
Simon Says/Mass Simon Says (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=276#276)
Mother May I (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=278#278)
Childish Taunt/Greater Childish Taunt (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=306#306)
Too many spells to list individually (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=323#323)
Adorable Weaponry and Mundane Items
Frying Pan (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=65#65)
Booger (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=61#61)
Pencil, Ruler, Book, and Skipping rope (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=64#64)
Stick Sword, Stick Bow, Baseball Bat (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=103#103)
Slingshot (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=237#237)
Adorable Pantheons
Mom and Dad+ (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=116#116)
That Mean Dog Across The Street (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=339#339)
Adorable Planes
The Imaginal Plane (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=202#202)
Adorable Prestige Classes:
Bearer of The Gaurdian (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=279#279)
Wild Child (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=293#293)
Engineer-to-be (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=287#287)
-Spell List (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=379#379)
Miscellanea and Variant Rules
Age Modifiers (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=319#319)

Sophistemon
2006-06-21, 04:10 PM
Good luck on this noble endeavor.

Shiny, Bearer of the Pokystick
2006-06-21, 04:12 PM
Good luck on this noble endeavor.

Less of a noble endeavor, more of an attempt to destroy all life in the universe and replace it with hideous (though adorable) unlife.

blackfox
2006-06-21, 04:13 PM
This sounds so... um...

...cute.
;)

Good luck on figuring this out. It's going to be hilarious when you get finished.

Don Beegles
2006-06-21, 04:13 PM
Of course, considering you got the idea from the Fire Puppy (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150873043 ;start=), you can't leave that out.


On another note, squidgy widgy adowable is just the greatest phrase ever. I must steal it and use it to annoy my friend, Jen, who hates it when I use the word adowable in sarcasm to describe anything one of the girls says is cute. It'll drive her insane. Thank you.

Shiny, Bearer of the Pokystick
2006-06-21, 04:17 PM
Of course, considering you got the idea from the Fire Puppy (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150873043 ;start=), you can't leave that out.


On another note, squidgy widgy adowable is just the greatest phrase ever. I must steal it and use it to annoy my friend, Jen, who hates it when I use the word adowable in sarcasm to describe anything one of the girls says is cute. It'll drive her insane. Thank you.

I please to aim, chef Flayer.

Yuki Akuma
2006-06-21, 04:38 PM
I am urged to mention Grimm, just because it's a D20 game system that has children as the protagonists.

It also has a magical teddybear which summons a celestial animal once per day.

Telonius
2006-06-21, 04:42 PM
I think Gnomes would fit in perfectly with this.

Abd al-Azrad
2006-06-21, 04:43 PM
Just a bit off-topic, but Sophistemon, nice avatar. I haven't seen it before, so I just thought I'd comment.

BTW, there are a lot of weird little fey that would work well in a project like this one. I like, for instance, Spriggans (not entirely cute, per se, but they could be with the proper voice-acting).

Mephibosheth
2006-06-21, 04:54 PM
Since my Puppy Swarm helped inspire this topic, I feel obligated to participate. I present...

Stuffed Animal
http://www.teddybearandfriends.com/archive/articles/images/history08.jpg

Size/Type: Tiny Construct
Hit Dice: 2d10 (11 hp)
Initiative: +2
Speed: 10 ft (2 squares)
Armor Class: 16 (+2 Dex, +2 Size)
Base Attack/Grapple: +1/-0
Attack: Slam +0 (1d6-2 [min 1] subdual)
Full Attack: 2 Slams +0 (1d6-2 [min 1] subdual)
Space/Reach: 2 ½ ft/0 ft
Special Attacks: Calming Aura, Hug
Special Qualities: Construct traits, immunity to magic, damage reduction 5/piercing or slashing, low-light vision
Saves: Fort +0, Ref +2, Will +1
Abilities: Str 6 (-2), Dex 14 (+2), Con NA, Int NA, Wis 12, Cha 14
Skills: --
Feats: --
Environment: Bedrooms, Toy Stores, Daycare Centers
Organization: Solitary, Toy Chest (2-4)
Challenge Rating: ?
Treasure: none
Alignment: Always Neutral
Advancement: 3-6 HD (Small)
Level Adjustment: –
Combat
Calming Aura: Stuffed Animals have long been used to calm agitated children, and have been developed to give off an aura of calm. Any humanoid within 20 feet of a Stuffed Animal must make a DC 14 Will save or be affected as if by the Calm Emotions spell. Any humanoid with an evil alignment gets a +2 bonus on Will saves to resist the effects of the Calming Aura. A creature that successfully saves against a Stuffed Animal’s Calming Aura is immune to that Stuffed Animal’s aura for 24 hours.
Hug: If a Stuffed Animal hits with both its Slam attacks, it may attempt to start a grapple without provoking an attack of opportunity. A Stuffed Animal’s grapple modifier includes a +6 racial bonus. Additionally, any humanoid successfully Hugged by a Stuffed Animal must make a DC 16 Will save or be affected by the Stuffed Animal’s Calming Aura (even if he/she has previously made a successful save against the aura).

Hope you like it. I'm not sure what the CR is, but I'm thinking around CR 2. Any suggestions are welcome.

Mephibosheth

Shiny, Bearer of the Pokystick
2006-06-21, 05:00 PM
http://i19.photobucket.com/albums/b168/ElderGeeks/zombear.jpg
Zombear
Small undead
Hit Dice: 2d12+2 (15hp)
Iniative: +0
Speed:30ft (6 squares; can't run)
AC: 13 (+1 size, +2 natural, +10 stitches)
Base attack/grapple: +1/-4
Attack: Slam +1 melee (1d4+1).
Full Attack: 2 slams +0 melee (1d4+1).
Space/reach:5ft/5ft
Special Attacks: Beat the stuffing out of em', engulf.
Special Qualities: Damage reduction 3/slashing or piercing, hug vulnerability, undead traits.
Saves:Fort +1, Reflex +0, Will +1.
Abilities: Str 9, Dex 11, Con -, Int 5, Wis 10, Cha 2.
Skills: Intimidate +3.
Feats: Toughness.
Environment: Playrooms.
Alignment: Always neutral evil.
Treasure: 1/2 items, all stuffed or cloth.
Advancement: None.
LA: -
Challenge rating: ??

With a deceptively lumbering gait, the terrible mockery of an ordinary teddy marches toward you, button eyes cold as chips of obsidian. It raises its heavy paws to attack...

A Zombear is a teddy bear that, through the intervention of necromantic magic, has become a lumbering creature of undeath. Malovolent and spiteful, it seeks to destroy those who once loved it.
A zombear is about two feet tall and one wide. It weighs only about 40 pounds.
Zombears speak no languages, but understand common.

Combat
Zombears usually lead off with a full attack, attempting to use their Beat the Stuffing attack against the nearest opponent.
Beat the Stuffing Out Of Em': If a zombear sucessfully lands two consecutive melee attacks on the same target, they can choose to follow up with an additional, third attack roll. If this roll is a success, the target's skin splits where they were struck; this ability deals one bleeding damage each round the creature so affected does not recieve magical or mundane healing.
Engulf: A zombear can attempt to draw a small or smaller opponent into one of the many rips and tears in its stuffed body. Any creature that the zombear grapples is automatically subject to an engulf attempt; they must succeed on a DC 14 reflex save or be drawn in. Every round the creature spends inside the Zombear, they take 1d4 itchiness damage from the zombear's unholy stuffing. A creature can burst out by dealing 10 points or more of damage to the zombear's innards with a light slashing weapon. When attempting to engulf, the Zombear makes grapple checks with a +2 bonus.
Hug vulnerability: Any creature that grapples a Zombear without intent to damage it causes memories of its previous life as a beloved toy to surface. This effect paralyzes the zombear for a minimum of one round. At the end of this round, the zombear and the hugger make opposed wisdom checks. The winner of this check can choose to maintain the hug (and the paralysis), or break away and thus end the paralysis one round later.

Shiny, Bearer of the Pokystick
2006-06-21, 05:03 PM
Whew, sorry for missing all those posts...makin' monsters is time consuming.
Mephibosheth, I'll add your stuffed animal to the list- great job.
I've heard of Grimm; it's interesting, but I like doing things for myself. Even when that's completely unnecessary or illogical.
Gnomes could work, but then again, maybe not. We'll see how it works out.
Fey could also fit- I'll have a look.

Side note: I'm aware the zombear isn't as adorable as most. But there have to be some darker elements of tone or it just doesn't feel very exciting.

Mephibosheth
2006-06-21, 05:04 PM
Wow, that's weird. Two teddy-bear related monsters in a row. Your zombear would definitely kick the crap out of my Stuffed Animal, since it's immune to mind-affecting abilities, but oh well. Different application, different monster. I will admit, though, that a Zombear seems a bit macabre for a cute, 3 year-old campaign, though. Nonetheless, great work!

Mephibosheth

Shiny, Bearer of the Pokystick
2006-06-21, 05:07 PM
Wow, that's weird. Two teddy-bear related monsters in a row. Your zombear would definitely kick the crap out of my Stuffed Animal, since it's immune to mind-affecting abilities, but oh well. Different application, different monster. I will admit, though, that a Zombear seems a bit macabre for a cute, 3 year-old campaign, though. Nonetheless, great work!

Mephibosheth
That is odd. o.O;
Thanks! That actually means a lot, since most everything I've read of yours, I've liked, monster-wise.

It is a bit macabre. My concept for the campaign is more of an "Alice in Wonderland" or "His Dark Materials" approach; the protagonists are children, the world itself is somewhat childlike or at least taken from childhood, but it still contains real danger.

Sophistemon
2006-06-21, 05:13 PM
Nice. An army of those would be fun to combat, methinks.

Yuki Akuma
2006-06-21, 05:31 PM
That is odd. o.O;
Thanks! That actually means a lot, since most everything I've read of yours, I've liked, monster-wise.

It is a bit macabre. My concept for the campaign is more of an "Alice in Wonderland" or "His Dark Materials" approach; the protagonists are children, the world itself is somewhat childlike or at least taken from childhood, but it still contains real danger.

His Dark Materials really isn't a children's world. At least, it was at the start...

And Grimm is probably way too dark for what you're looking for, anyway. ;)

Alchemistmerlin
2006-06-21, 05:33 PM
http://img487.imageshack.us/img487/817/carebear5lm.jpg

Carebear

* +2 Charisma, -2 Strength
* Small: As a Small creature, a Carebear gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
* Carebear base land speed is 20 feet.
* Carebears get a +2 racial bonus on Diplomacy and Spot checks
*Carebear Stare: Carebears can cast Calm Emotion, Enthrall, or Charm Person each 1/day Each carebear involved in a stare increases the DC of the stare by 1
* Automatic Languages: Common and Celestial
* Bonus Languages: Gnome, Elven, and Dwarven
* Favored Class: Bard. A multiclass Carebear’s bard class does not count when determining whether he takes an experience point penalty.

Appearance: Carebears appear as small anthropomorphic multicolored bear. They have white stomachs with a unique symbol on each one which correlates to their individual personalities.

How's this?

TinSoldier
2006-06-21, 05:33 PM
You need to get some of the toys from Toy Story...

Shiny, Bearer of the Pokystick
2006-06-21, 05:35 PM
His Dark Materials really isn't a children's world. At least, it was at the start...

And Grimm is probably way too dark for what you're looking for, anyway. ;)


You have a point. And it just might be, at that.

Alchemist, that's awesome- I'll add it when I get back from wherever I am. >_>;.
*vanishes*

Mephibosheth
2006-06-21, 05:56 PM
I've got another addition to Project C.U.T.E. I give you...

SAD PUPPY FACE [General]
Aww. Who could resist a face like that?
Prerequisites: No older than 5 years old
Benefit: The character gains the ability to make such an adorable and forlorn-looking face that anyone older than the character is predisposed to give the character what he/she wants. A character with this feat can make a sad puppy face as a Standard Action, gaining a +4 bonus on Diplomacy checks against all older humanoids for the duration of the sad puppy face. A sad puppy face can be maintained for a number of minutes equal to the characters constitution modifier. While maintaining a sad puppy face, a character can take no threatening actions. Any threatening action immediately ends the sad puppy face.

I'm glad people like the Stuffed Animal, and I hope everyone enjoys Sad Puppy Face. Hopefully, I'll have some more ideas in the near future. Even though most of this stuff is really silly, it's fun to create.

Shiny:

I'm flattered that you enjoy my creations, few and humble as they are. I have thoroughly enjoyed yours as well. The lantern archon especially was a great idea. Also, if you do end up running an adowable campaign, and it takes place on the boards, might I perchance reserve a spot (real life permitting)?

Mephibosheth

Closet_Skeleton
2006-06-21, 06:15 PM
Thank heavens I managed to pass my will save when I looked at this thread...

Alchemistmerlin
2006-06-21, 06:16 PM
Thank heavens I managed to pass my will save when I looked at this thread...


*Carebear stare*

belboz
2006-06-21, 06:44 PM
[edit: OK, maybe this is *way* too dark and twisted for what you're looking for. Treat as you will. FWIW, I was inspired more by Calvin and Hobbes than by anything truly horrific, but maybe I just have a dark mind.]

Again, not exactly adowable, but at least thematic.

Monster Under the Bed
Medium abberation
Hit Dice: 4d10+19 (41 hp)
Iniative: +0
Speed:10ft
AC: 15 (+2 natural, +3 deflection)
Base attack/grapple: +4/+7
Attack: Grab +3 melee (1d6+1 piercing).
Full Attack: 2 grabs +3/-2 melee (1d6+1).
Space/reach:5ft/10ft
Special Attacks: Darkness, aura of fear, swallow whole
Special Qualities: Tongues, blindsight, light vulnerability, only-your-imagination
Saves:Fort +4, Reflex +0, Will +1.
Abilities: Str 16, Dex 9, Con 18, Int 12, Wis 12, Cha 11.
Skills: Intimidate +6, bluff +4, hide +5
Feats: Toughness, Persuasive
Environment: Under beds, in closets, and in other dark places near where children sleep.
Alignment: Usually chaotic evil.
Treasure: Normal.
Advancement: None.
LA: -
Challenge rating: ??

As soon as the voices outside the door fade, you know it's there. A soft, low, rumbling laugh seems at first to come from everywhere in the room at once, and then you realize that it's coming from under your bed.

A Monster Under the Bed, as the name suggests, is a hairy, long-armed, long-nailed abomination that lives under beds, in dark closets, above rafters, and in similar concealed places near where children sleep. It sometimes kills for food, but usually prefers merely to terrorize those it has moved in on.

A monster-under-the-bed has a squat, almost spherical, body and two immensely long, double-jointed arms ending in filthy, clawed hands.

It is unclear what languages monsters-under-the-bed speak naturally, and usually irrelevant due to their tongues ability.

Combat
Monsters-under-the-bed actually attack fairly rarely. Usually they're content to use their fear aura and intimidate skill for the sheer pleasure of causing terror. But occasionally, these horrible creatures decide they want to feed.

Usually, they'll suppress their fear aura briefly and use their bluff skill to lure the child under the bed, into the closet, etc. If that fails, they will reach out and attempt to grab the tyke with their 10-foot reach. Generally, a child attacked this way has varying degrees of concealment from the monster, but the monster itself has similar levels of cover from the child.

Darkness (Su): When the monster is corporeal (see below), the immediate area where it lives is suffused by a magical darkness. This darkness can be dispelled normally. The monster can restore it with a full-round action.

Aura of Fear (su): When the monster is corporeal (see below), it radiates an aura of fear. Any creature within 20' that fails a Will save (DC 12, Cha-based) is shaken until the monster is defeated, they leave the room, or the monster is rendered incorporeal. As a free action while corporeal, the monster can suppress or reinstate this aura.

Swallow whole (ex): If both grab attacks hit, a small or smaller creature is automatically grappled, and the monster-under-the-bed can attempt to swallow it whole. Any creature that the monster grapples must succeed on a DC 12 reflex save or be drawn in. Every round the creature spends inside the Monster (when the Monster is corporeal), they take 1d4 damage, and are still treated as grappled. Killing the monster will release the swallowed creature. Rendering the monster incorporeal will render the creature incorporeal as well. They will not be able to take any action, but will be immune from further damage until the monster becomes corporeal again.

Tongues (su), blindsight (ex) - as normal

Light vulnerability - A light spell will end the monster's magical darkness and cause it 1d4 damage per round until the monster takes a full round to restore the darkness. If the monster is forced into incorporeality during the duration of a light spell, or if the light spell is cast on the monster's area while the creature is incorporeal, it immediately takes 3d6 damage (but not an additional 1d4 per round, until it becomes corporeal again) and cannot become corporeal for 5 rounds after the older person leaves. Casting a second light spell will only damage the creature if the first has expired, or the creature has restored its darkness. If the monster is killed by a light spell while incorporeal, its body will not return (and nor will its treasure), but anyone it has swallowed who is still alive will be found, asleep, in its place in 1d20 hours.

Only-your-imagination: The monster-under-the-bed does not completely exist when anyone over seven years of age is within 30'. When someone of that age comes within 30', the monster is forced into an incorporeal state. While in this state, the monster cannot attack or otherwise take any action, but is immune from all detection (including with True Seeing and the like) and invulnerable to all damage except the 3d6 damage from a light spell. The monster generally takes 1 round after the older people have left before it can become corporeal again, but this can be extended to 5 with a light spell (see above) and can be extended by the monster indefinitely. Note that the monster cannot *become* incorporeal at will, it can only elect to *stay* in the incorporeal state once forced there. When the monster becomes incorporeal, so does all its treasure. The treasure becomes corporeal again once the monster does.

blackfox
2006-06-21, 06:52 PM
@^: That's really cool. ;D

Leperflesh
2006-06-21, 07:21 PM
Hide Under the Sheets

Hide Under the Sheets is a combat action which draws an attack of opportunity.

As a full-round action, a character may Hide Under the Sheets. The character must already be in a bed and be prone, and as a part of the action, pulls covers or blankets to completely cover themselves. The bed must have blankets or covers, and the character must be of a size to fit beneath them.

A character cannot take this action if they are grappled.

As long as a character remains Hiding Under the Sheets, he or she cannot be targetted by any attack, nor can the sheets be removed by any means. Enemies can linger, waiting for the character to emerge, but they cannot do anything which could either a) harm the character, or b) remove the covers. A character Hiding Under the Sheets gains 100% concealment, but is not "invisible". A character Hiding Under the Sheets may gain a circumstance bonus to hide checks, but this is dependant on normal factors, such as how well hidden the character is under the specific covers, and so forth.

A character must continue to take Hide Under the Sheets full-round actions as long as they remain under the sheets, and therefore can only peform free actions while remaining so concealed.

As soon as a character takes another action (other than a Free action), he is no longer Hiding Under the Sheets and instantly becomes valid as a target for attacks as normal.

Note that a character Hiding Under the Sheets may be spoken to, and opponents may make Intimidate, Diplomacy, or Bluff checks (as appropriate) to convince them to stop Hiding Under the Sheets.

DMgrinder
2006-06-21, 08:00 PM
Don't forget the werepuppy. Also, when I was a kid I hated Santa, convinced that he took all the "good" presents back up the chimeney with him.

I would do this but I'm crap at stating out monsters so just hope you like the ideas.

Necomancer
2006-06-21, 08:13 PM
All swords should be made of wood, all smashy weapons should be covered in nerf foam and all peircing weapons should be banned...cause they might poke their eye out.

Alchemistmerlin
2006-06-21, 08:13 PM
http://img80.imageshack.us/img80/5083/cbbflatcornerfoldblue7ch.gif

Security Blanket
Minor Magic Item
A light blue blanket, covered in small yellow stars. Raggedy and worn, holding it makes you feel strangely safe and warm.

This blanket's primary ability is that, when pulled over your head, it allows you to perform the "Hide Under Sheets" manuever without being in a bed or prone. However, you can not move while hidden under the Security Blanket other than to remove it.

When held it provides a +1 shield bonus to AC and can be used as a whip that does 1d4 damage at a range of 5 ft., this damage is increased to 1d6 when wet.

It can be used in a variety of other ways, as it is amazingly durable, much like the fabled towel. ( ;) )

Maerok
2006-06-21, 08:47 PM
Cute Template
---
Can be applied to any Small or smaller creature.
---
The base creature gains the '(Augmented)' subtype.

-2 Con, to a minimum of 1
+4 Cha

+2 Deflection bonus. This only takes place if the opponent can see the base creature.

Any attack rolls and Charisma related checks made against the base creature suffer a -2 penalty, plus an additional -1 for every 2 points of the base creature's Cha mod. This only takes place if the opponent can see the base creature.

Charm Person at will, must make eye contact. DC 12 + Cha modifier + number of other Cute creatures within 10' of base creature. Caster Level 3 + number of other Cute creatures within 10' of base creature.

Lawful Good aura, constant effect.

Immunity to fear

CR Adjustment: ?

senior_stabby
2006-06-21, 08:50 PM
ok this IS FRIKKIN AWESOME. i think adventuers would be called explorers in this game.

Alchemistmerlin
2006-06-21, 09:03 PM
ok this IS FRIKKIN AWESOME. i think adventuers would be called explorers in this game.


Or Rugrats ;D

Just a thought: What the HELL would a baby dwarf look like? ::shudder::

Necomancer
2006-06-21, 09:15 PM
Or Rugrats ;D

Just a thought: What the HELL would a baby dwarf look like? ::shudder::

A little kid wearing a cardboard box, with a obvious fake beard hanging off his face and talking in a deep grumpy voice that hurts his throat eventualy.

Alchemistmerlin
2006-06-21, 09:19 PM
A little kid wearing a cardboard box, with a obvious fake beard hanging off his face and talking in a deep grumpy voice that hurts his throat eventualy.

Aw we're scrapping the races and replacing them with kids pretending to be the races? poo on that :P

Baby elves would be sooooooo cute!

And the best part is, they stay babies for a good 19 years!

Shiny, Bearer of the Pokystick
2006-06-21, 09:51 PM
Okay, folks, just finished updating the front page with all your wonderful creations and suggestions.
To address them particularly:
Mephibosheth, that's a perfect feat for this idea, and seems well-balanced; and you can consider your place reserved, real life permitting of course.

Belboz, as an avid Calvin and Hobbes reader, I can't help but love your creation. It's nice, and the only-your-imagination ability is a very nice touch, crunch and fluff both.

Leperflesh, I hadn't even considered the idea of Adorable Combat moves, but it's a brilliant one, and yours is fabulous.

Merlin, the carebear and security blanket both are great additions; useful, balanced, and building on the newly-established system in wonderful ways.

Maerok, that's an interesting take on the cute template; we'll have to see how it pans out and what people's feedback on it is.

Sorry for gushing so much, but I'm quite psyched to see this working so well. I'll be back soonish with a new base class- watch this space.

jaqueses
2006-06-21, 09:51 PM
I can see it now. The party comes to a cross roads and the baby elf throws a tantrum cause no one wants to go down the path he chose. So he states that his is right because hes the oldest at 23 years. :o

Alchemistmerlin
2006-06-21, 09:57 PM
I can see it now. The party comes to a cross roads and the baby elf throws a tantrum cause no one wants to go down the path he chose. So he states that his is right because hes the oldest at 23 years. :o

Exactly ;D

Shiny, Bearer of the Pokystick
2006-06-21, 10:10 PM
The Whiner
Most children, when it comes right down to it, are resilient to the slings and arrows of outrageous fortune. The adults of the world- if they only knew- would be amazed at the stoicism and quiet nobility with which they endure psychological and even physical hardships.
Some kids, however, just didn't get the memo as regards the noble savagery of childhood. They whine, they carp, they wail, until they get what they want; and if they don't get it, they just keep whining.
A whiner's power comes from the sheer strength of his (sometimes unjustified) umbrage, and the power of his lungs. Eternal foe of the complacent, the unfair, and those who wish for peace and quiet, the Whiner can be a powerful force for good- or simply someone who won't shut up.
Adventures:
Whiners usually go on adventures to prove a point. Whether it's that they are not scared, or that they do indeed know what's in the closet and did stay there all night, or simply that they're better than you- a whiner very likely has some personal cause in mind for venturing into the great unknown.
Some whiners may adventure to seek out new forces in the world to arouse their vocal ire; or simply to shout to the world that they have something important to say.
Characteristics:
A whiner brings forth hideous sound from his throat. He can utilize this sonic force to great effect in battle, but sometimes it's only off the battlefield that their true talents shine.
In addition to their enchanted whines, whiners have access to a plethora of skills and some degree of combat talent; they make a reasonable choice for someone attempting to play any type of character.
Alignment:
Whiners run the gamut from malovolent seekers of gain to benevolent pointers-out of the world's injustices. All whiners, however, are dead-set against being told what to do, and manifestly unable to be lawful.
Religion:
Many whiners revere an abstract force of chaos and self-made justice they call the great voice; those who worship a deity may select almost any one.
Background:
A whiner is usually the product of a troubled upbringing rather than prolonged training; there are no formal organizations of whiners, as they quickly get on each other's nerves. A particular whiner may have chosen to whine becuase of any of a host of reasons- they may shout that reason to all and sundry, or play it close to the vest.
Races:
Members of all the common races may become whiners.
Whiners are less common among savage humanoids, and more common among those refined species that bring their young up for an extended period of time.
Other classes:
A whiner works well with almost any other class, provided they recognize the value of his abilities and can stand his use of them outside of combat. They are often particularly fond of melee-focused characters, whom they see as fellow crusaders.
Role:
The whiner's role in any party is threefold; his whines provide invaluable combat support, and his skills may provide help dungeoneering; and last but not least, he can serve to influence the weaker-minded or weaker-eared in social situations.

*whew*
Game Rule Information is forthcoming.

chionophile
2006-06-21, 10:37 PM
Oh my god, what have I done?! My innocent comment has instigated this evil monstrosity!

Okay, seriously though, I'm happy someone took my idea and ran with it. Usually they just get ignored. I would contribute, but I don't really know anything about this kind of stuff.

Have fun guys.

Alchemistmerlin
2006-06-21, 10:38 PM
Oh my god, what have I done?!? My innocent comment has instigated this evil monstrosity!

Okay, seriously though, I'm happy someone took my idea and ran with it. Usually they just get ignored. I would contribute, but I don't really know anything about this kind of stuff.

Have fun guys.

Stick around, watch the horror you have unleashed
:)

TinSoldier
2006-06-21, 10:40 PM
I liked the Whiner.

How about the Temper Tantrum (I'm thinking class, but maybe a feat?)

Necomancer
2006-06-21, 10:47 PM
I liked the Whiner.

How about the Temper Tantrum (I'm thinking class, but maybe a feat?)

That is where little barbarians come from.

Jothki
2006-06-21, 10:57 PM
I've got another addition to Project C.U.T.E. I give you...

SAD PUPPY FACE [General]
Aww. Who could resist a face like that?
Prerequisites: No older than 5 years old
Benefit: The character gains the ability to make such an adorable and forlorn-looking face that anyone older than the character is predisposed to give the character what he/she wants. A character with this feat can make a sad puppy face as a Standard Action, gaining a +4 bonus on Diplomacy checks against all older humanoids for the duration of the sad puppy face. A sad puppy face can be maintained for a number of minutes equal to the characters constitution modifier. While maintaining a sad puppy face, a character can take no threatening actions. Any threatening action immediately ends the sad puppy face.

I'm glad people like the Stuffed Animal, and I hope everyone enjoys Sad Puppy Face. Hopefully, I'll have some more ideas in the near future. Even though most of this stuff is really silly, it's fun to create.

Shiny:

I'm flattered that you enjoy my creations, few and humble as they are. I have thoroughly enjoyed yours as well. The lantern archon especially was a great idea. Also, if you do end up running an adowable campaign, and it takes place on the boards, might I perchance reserve a spot (real life permitting)?

Mephibosheth

What about elves and such? Shouldn't they be able to use the Sad Puppy Face for much longer?

Perhaps you should make it based on a fraction of the maximum lifespan, or age categories or something.

Shiny, Bearer of the Pokystick
2006-06-21, 11:00 PM
Game Rule Information
Abilities:
Constitution determines how long a whiner can continue whining, and is thus perhaps the most vital attribute for the class. Strength is important for melee-focused whiners, while charisma aids many whiner skills.
Alignment: Any nonlawful.
Hit die: d10.

Class Skills
The whiner's class skills (and the key ability for each skill) are: Balance (dex), Bluff (cha), Climb (str), Concentration (Con), Craft (Int),Hide (dex), Hold it* (con), Imagine* (wis), Intimidate (cha), Jump (str), Listen (wis), Move Silently (dex), Play* (cha), Perform [vocal only] (cha), Sense Motive (wis), Speak Language (n/a), and Swim (str).

Class Features
All of the following are class features of the Whiner.
Weapon and Armor Proficiency:
A whiner is proficient with all simple weapons, plus the frying pan, booger, whiffle bat, and book.
Whiners are proficient with light and medium armor and with shields (except tower shields).
Whining:
In any round the whiner is threatened with offensive action, the whiner can choose to whine as a free action that does not provoke attacks of oppurtunity.
In order to whine, the whiner must be able to vocalize; thus, a whine is ineffective if the whiner is rendered silent by any means.
Creatures that are immune to mind-affecting powers and spells are not effected by whines. Creatures without ears are also immune to whining.
A whiner can whine for a number of rounds equal to one-third their constitution score plus their constitution modifier, rounding up; whining longer requires a concentration check against DC15+1/2 level of whining ability used every round.
A whiner can whine 1/day at first level, increasing by one use every level divisible by four.
A whiner's whine may have a number of different effects, dependent on his or her level. These effects are as follows:
Whine Bonus, offensive:
A 1st-level whiner who uses up one use of his whine ability for the day can gain a +1 bonus on his attack rolls and damage rolls for the duration of the whine. He channels the power of his umbrage into increased potency. This bonus increases by +1 at every level divisible by five, to a maximum of +5 at twentieth level.
Whine bonus, defensive:
A 2nd-level whiner can utilize the power of his whining to induce an intense reluctance to have anything to do with him in his foes. This ability functions exactly like an offensive whine bonus, but instead of an attack bonus, it applies a temporary bonus to armor class. This bonus is +1 at second level, and increase to +2 at eigth level, +4 at fourteenth, and +6 at twentieth.

A whiner can utilize any of the following abilities by using one of his uses of his whine ability for the day; he also gains either his offensive or defensive whine bonus, but not both, while doing so:

Hateful whine:
At fifth level, the whiner can whine so convincingly that those around him feel an intense antipathy toward the target of his whining. He may choose any one creature he is aware of to be target of this ability. For the duration of the combat, all attack rolls by the whiner's allies and the whiner himself against that creature are made at a +3 bonus.
Penetrating whine
At tenth level, the whiner's vitriolic tirade against his sole opponent allows him to penetrate their defenses with ease. The whiner may, when making attacks against the target of this ability, ignore a number of points of the opponent's armor class equal to his or her charisma modifier for the duration of this whine.
Hurrying whine:
At thirteenth level, the whiner's vocalizations induce hurry in those who hear them. All allies of the whiner who can hear the hurrying whine are able to take a single extra partial action on their turn for the duration of the whine, somewhat as if hasted.
The whiner himself does not gain this benefit.
Petulant whine:
At sixteenth level, the whiner can utilize the power of his annoyance to ignore attempts to control his mind. If a whiner is targeted by a spell, power, or other ability that would charm, compel, or otherwise influence his behavior, he can attempt to start a whine as a swift action; the DC to sucessfully begin whining is 10+clvl/mlvl of the ability in question. If the whiner is sucessful, for the duration of the whine he is immune to the effect and may act as normal.
All-encompassing whine
A twentieth-level whiner can choose to whine about anything and everything. If they choose to make an all-encompassing whine (a full-round action), they gain the normal benefits of their offensive and defensive whine bonuses, as well as one other whine ability of their choice, for the duration of the all-encompassing whine.

Do It or I'll Cry:
Three times per day at fifth level, a whiner can apply 1/2 the number of rounds they can whine as a bonus on any one intimidation check.

Drown out:
A whiner can attempt to disrupt any spell that has a verbal component while whining. The DC to do so is equal to 10+ spell level + opponent's relevant ability modifier for casting. The whiner recieves a bonus equal to their constitution modifier on this check.

Leathern Ears:
Beggining at tenth level, the whiner takes one die less of damage from any sonic effect that deals damage. At fifteenth level, the reduction is two dice of damage, and at twentieth level, three.

BAB:
Good progression.

Saves:
Poor will, poor reflex, good fortitude.

Cripes, that took a horrifyingly long time. This is, I think, my first attempt at a base class. Let me know what you guys think, please- comments on balance, suggestions for new abilities, anything and everything is welcome.

Shiny, Bearer of the Pokystick
2006-06-21, 11:04 PM
I liked the Whiner.

How about the Temper Tantrum (I'm thinking class, but maybe a feat?)

Actually, "Tantrum Thrower" was my next base class idea.

Sophistemon
2006-06-21, 11:18 PM
Very, very nice.

Alchemistmerlin
2006-06-21, 11:26 PM
I believe "Awesometastic" is the appropriate word here.

Shiny, Bearer of the Pokystick
2006-06-21, 11:37 PM
I believe "Awesometastic" is the appropriate word here.

The Whiner?
You sure?

No balance issues, no suggestions for things I could change? Oh, by the by:

New skills:
Hold it(Con):
You have trained your body to ignore its needs to some extent, and your mind is disciplined more than most.
Check:
The DC and the effect of a sucessful check depends on the task you attempt. A hold it check can duplicate the effect of a survival check to avoid starvation, or an autohypnosis check to ignore a caltrop wound or resist poison and death. A hold it check can also duplicate the willpower effect of an autohypnosis check.
In addition, anytime you would normally be nauseated, you may make a Hold It check in place of your normal check.
Imagine(Wis):
You are capable of seeing past reality, imaging the truth as it might be.
Check:
Imagine duplicates the effect of any three knowledge skills; ranks in imagine are equivalent to ranks of knowledge and checks are made in the same way.
However, the chance that the information you gather is correct is 50% plus %5 percent for each point of wisdom bonus you have. Once you select the three skills your imagine skill duplicates, you cannot change it.
Play(Cha):
You are skilled in the art of making your own fun, where others might be more serious.
Check:
A sucessful play check allows you to move at one-half speed through threatened squares without provoking attacks of oppurtunity; your light-hearted, random movements protect you from harm. The DC to do so is 15. If you fail to play, you provoke attacks of oppurtunity normally.
In addition, you can choose to take a full-round action to focus on playing. The DC to gain a play focus is 20. While focused on play, your opponents suffer a -1 morale penalty on attacks rolls against you, and you gain a +1 insight bonus to attacks any toy, child, or object-based opponent.

Eukrin
2006-06-22, 12:55 AM
Posting to remind you, since you asked me to...

Tomboys--girls who have scraped knees and aren't afraid of ickybugs and slimy things and like to climb trees--and their opposite, Pansies or Prissyboys or whatever the term is for little boys who get dressed up by their older sisters in girl clothes and like it, and they'd react, obviously, in a "girly" fashion to ickybugs and slimy things and situations where they might get dirty.

I would imagine Elf boys would be particularly prone to being prissy and effeminite.

...

Should there be a rule somewhere, written or unwritten, that the more pink something is, the more quickly it will kill you? ;D

Peregrine
2006-06-22, 01:21 AM
Should there be a rule somewhere, written or unwritten, that the more pink something is, the more quickly it will kill you? ;D
So, pink dragons > all other dragons (combined)? ;D

Hmm. Should Bully be a class or a run-of-the-mill enemy, replacing orcs or zombies or some such?

Alchemistmerlin
2006-06-22, 01:32 AM
I think Bully should be a PRC (That's where baby Blackguards come from)

Luircin
2006-06-22, 02:18 AM
Just to compare to base classes...
Paladin: Goody-two-shoes
Wizard/Sorcerer/Psion: Imagineer
Fighter: Rough-and-tumbler
Ranger/Druid: Explorer
Bard: Whiner
Barbarian: Tantrum-thrower
Cleric: "We'll do it MY way!"
Rogue: Obsessive curious-o-phile

Oh jeez, I just thought of kender on that last one.

HOLY WATER! HOLY WATER! *Flees*

TheThan
2006-06-22, 02:19 AM
I’d love to help out but I have plenty of other projects that need my attention… I haven’t touched my Super Mario campaign world in about a month, I think it needs some love….
Anyway as to your pink dragon, it should have a save or die breath weapon…

Just my two platinum.

Alchemistmerlin
2006-06-22, 02:44 AM
http://img133.imageshack.us/img133/6293/5043384zf.jpg

Piñata

Piñatas are wonderful beings from a plane made entirely of candy and paper mache. They wander the world looking for significant challengers to take them on. They seek only to challenge, however, not to kill and will leave their opponents alive though somewhat unhappy. If they are defeated they spew forth candy for their worthy opponent and return to their own plane of existance for approximately a year.

Piñata is a template that can be added to any creature.

Size and Type

Creatures with the Piñata gain the type "Living Construct" and become small sized

Hit Dice
Same as base creature

Speed
The creature's land speed is reduced to 20 ft.
They maintain their fly speed and manueverability if they have one.

Attacks

Same as base creature plus:

Natural Ranged attack;
Throw Candy 1d4, x2

Throw Candy can be used to distract the enemy, candy that lands on the floor causes any characters nearby to make a Will save DC 10+ HD of the Piñata to avoid diving for the candy and being occupied by it for 1 round.

Damage

Natural and manufactured weapons deal damage normally.

Special Attacks

A Piñata retains all of the base creature’s special attacks.

Special Qualities

Same as base creature plus:

Candy Filling: When defeated a Piñata spews forth candy instead of treasure.

belboz
2006-06-22, 02:51 AM
Here's a variant (don't know what it's called--it's like a Dire Wraith compared to a Wraith, or that hill-giant wereboar in the SRD compared to an ordinary wereboar) of Mephibosheth's Stuffed Animal.

Beloved Guardian
Tiny Living Construct

As Stuffed Animal, with the following changes:

Hit Dice: 5d10 (28 hp)
Additional special Qualities:Spell-like abilities
Int 12, Wis 17
[b]Skills:Imagination +5
Environment: Bedrooms, playrooms
Organization: Solitary
Challenge Rating: ?
Alignment: Any good
Advancement: By character level[/list]

"It doesn't happen all at once," said the Skin Horse. "You become. It takes a long time. That's why it doesn't happen often to people who break easily, or have sharp edges, or who have to be carefully kept. Generally, by the time you are Real, most of your hair has been loved off, and your eyes drop out and you get loose in the joints and very shabby. But these things don't matter at all, because once you are Real you can't be ugly, except to people who don't understand." - The Velveteen Rabbit

Sometimes, when a stuffed animal is deeply loved by a very good child for a very long time, it becomes infused with a little piece of the child's soul. The Beloved Guardian becomes a loyal and wise companion, giving the child advice, comfort, and, when necessary, protection. If a child with a beloved guardian ceases to be good, the guardian will work unceasingly to turn the child back for as long as it can, but will lose one point each of Int and Wis, and one effective caster level, each day. When the caster level reaches zero, the guardian loses all spell-like abilities. When Int reaches zero, the beloved guardian reverts to a standard stuffed animal.

Beloved guardians do not speak, but communicate with their bonded child telepathically.

Combat
Usually, a beloved guardian will not fight unless its bonded child is threatened. Then it fights fiercely, using its enlarge self ability if the threat is significant.

Spell-like abilities: Charm monster 1x/day, enlarge self (as enlarge person, but affects the Beloved Guardian) 1x/day, Guidance 5x/day, Good hope 3x/day. Caster level 7.

Advancement
Beloved guardians are not playable monsters, but they can assume a character class. Unlike standard stuffed animals, they do not have size-based advancement: generally, small stuffed animals, because they are less portable, cannot be the sort of constant companions that become beloved guardians.

See the Bearer of the Guardian PrC (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=279#279) for information on obtaining and advancing a Beloved Guardian.

Hadrian_Emrys
2006-06-22, 04:44 AM
I dunno about the stats or anything, but I know a young girl who has spent the past 3 or sso years of her life just coming up with critters so cute it's sickening to a jaded person such as myself. I'll let her know about this project and see if I can get her permission to use some of her stuff.

Peregrine
2006-06-22, 05:14 AM
I think Bully should be a PRC (That's where baby Blackguards come from)
*slaps forehead* Of course!

Some possible wondrous items...

Boots of Elvenkind: Fuzzy Socks
Cloak of Charisma +2/+4/+6: Pretty Blue/Yellow/Pink Dress
Ioun Stones: Marbles
Pipes of Pain: have you ever heard a young child on a recorder?

Yuki Akuma
2006-06-22, 06:09 AM
The Dreamer
All healthy kids know the value of a healthy imagination. Imagining the world as it should be is what kids do best. However, some kids can't seem to work out the difference between the real world and their imaginings. These children go through life in a sort of daze, being quite pleasant to those stuck in the 'real world' but always seeming just a little off.
Adventures: Dreamers go on adventures entirely because that's what they imagine they should do. The reasons in their imaginations might vary, but all dreamer adventurers are simply along for the ride because they think they're meant to be.
Characteristics: Dreamers are so good at imagining things that they can sometimes bring these unrealities into being, if only for a short while. Dreamers can use these powers to aid their comrades in rather odd ways.
Alignment: A dreamer can be of any alignment, although seldom are evil, per se. They may act as if they were evil, but most dreamers like this are actually neutral, simply playing along.
Religion: Dreamers are mostly too caught up in their imaginations to revere any specific deity.
Background: Dreamers, sadly, often have very troubled lives. Many dream in order to escape the reality of their life. Many, however, simply dream because they can, to the frustration of parents and teachers who try to get them to live in the real world every now and then.
Races: All children dream. Dreamers are more likely to spring up in the cultured races than the savage ones, as savages who daydream all the time often get themselves killed early on.
Other classes: Dreamers get along with anyone, up to and including the villain of the story. Many classes see dreamers as useful for their ability to warp reality, although quite often they get annoyed by their inability to come down to earth for any prolonged period of time.
Role: Dreamers can take the role of healer, spellcaster, warrior, rogue, whatever takes their fancy at any particular time.

(Game rules to follow. ;D)

Yuki Akuma
2006-06-22, 06:49 AM
Game Rule Information
Abilities: A dreamer's most useful ability is her Wisdom score, as it modifies her Imagine checks. Dreamers can also benefit from a high Charisma score, especially when trying to convince others that what they imagine is actually real.
Alignment: Any
Hit die: d6

Class skills
The dreamer's class skills (and the key ability for each skill) are: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Imagine (Wis), Play (Cha), Perform (Cha) and Use Magic Device (Cha).
Skills points at first level: [4 + Int modifier] * 4
Skill points at every other level: 4 + Int modifier

Weapon and Armour Proficiency: Dreamers are proficient with the pencil, the ruler, the book and the skipping rope. Dreamers are not proficient with any type or armour or shields.
Out Of It: Dreamers are in an almost constant daydreaming daze. While they can see the real world well enough, they take a -2 penalty of Search, Spot and Listen checks, but in return recieve a +2 bonus on Will saves and Imagine checks.
Happy Thoughts: Good vibes can be a very potent thing when they come from a dreamer. Once per day per rank of Imagine a dreamer possesses, she may heal her allies of their wounds. Both the dreamer and her target must hold hands and take a full-round action concentrating on all things good and fun and fluffy. This does not provoke an attack of opportunity, although if either are attacked the dreamer must make a Concentration check as if casting a first level spell. At the end of the round, the dreamer makes an Imagine check against a DC of 10, healing her target of 1d6 points of damage if she succeeds. If she beats the DC by five or more, she heals another 1d6 points of damage for every five she beats the DC by.
Alternatively, the dreamer may take a full-round action on her own to instead heal all allies within 30 ft. of 1 damage per dice of damage she would normally heal.
At tenth level, the dreamer's healing dice increase to d8, and the damage she heals using the secondary use of this ability increases to 2 per dice she would normally heal.
No, No, That Went Wrong!: At second level, a dreamer may reattempt any saving throw, skill check, attack roll or damage roll once per day. She must declare that she is using this ability before the results of the action are announced, and must take this new roll, even if it's worse than the first one.
At sixth level, and every fourth level thereafter (10th, 14th and 18th) the dreamer may use this ability an additional time per day.
Imaginary Friend: At fourth level, a dreamer's imaginary friend becomes a little more real, although still invisible to everyone but the dreamer. This is similar to the Unseen Servant spell, with the dreamer's class level as the caster level. Unlike an ordinary Unseen Servant, however, the dreamer's imaginary friend is intelligent (Mental scores all equal to the dreamer's Charisma score -2) and can converse with the dreamer or any of her imagined constructs (see below). The dreamer can also see her imaginary friend perfectly, which often takes on a humanoid form. Unlike a regular Unseen Servant, an imaginary friend can move up to 30 ft. in a round.
If an imaginary friend ceases to exist for any reason, a dreamer can call it back into being as a move-equivalent action. The imaginary friend "appears" adjacent to the dreamer when this happens.
Imagination Made Flesh: At seventh level a dreamer can emulate a Summon Monster III or Summon Nature's Ally III spell, with a caster level equal to her class level, up to three times per day. The creatures summoned by this ability are only about 50% real. If a monster rolls a Will save to disbelieve (DC 13 + dreamer's Charisma modifier), they only take 50% damage from the summoned creatures. In addition, they are of the Construct type, not their original creature type. The dreamer's imaginary friend may order the creatures around just as the dreamer can.
This ability gain one extra use per day at levels 10, 13, 16 and 19.
At fourteenth level, the dreamer may instead choose to emulate the IV versions of the spells. In addition, the save DC increases by 1.
It's Not Meant To Go That Way!: At twelfth level, a dreamer can choose to disbelieve a course of events once per day. If she makes a DC 25 Imagine check, she can reverse all the effects that transpired since her last turn. All spells and abilities are still used, but their effects are nullified. This ability can even return a dead ally back to life, providing they died after her last turn.
At twentieth level, a dreamer can use this ability twice per day.
Dream Avatar: At seventeenth level, a dreamer gains the ability to transform into a being of awesome power as a full-round action. This can be a superhero, an angel, or even a rather large stuffed toy. She becomes Large, gains a +4 bonus to Strength and Constitution, and gains either a +20 bonus on her base land speed or a fly speed of 30 with good maneuverability. The dreamer also gains a +4 competence bonus to Will saves and Imagine checks.
While manifest as her Dream Avatar, a dreamer can choose to emulate Summon Monster V or Summon Nature's Ally V when using her Imagination Made Flesh ability. The DC to disbelieve increases by 1 again, and the summoned creatures become 70% real instead of 50%.
This ability lasts a number of rounds equal to half her ranks in the Imagine skill. She can use this ability a number of times per day equal to her Wisdom modifier - 1 (minimum once per day).

Saves: Good Will, bad Reflex and Fortitude
BaB: 3/4 HD, as Cleric.

(Whew...)

IonizedChicken
2006-06-22, 07:30 AM
Touch of Tickling
Enchantment [Evil]
Level:: 3rd (No classes yet)
Components: S
Casting Time: Standard Action (See text)
Range: Touch
Target: Creature touched (See text)
Duration: 1 round/level (d)
Saving Throw: Fortitude Negates
Spell Resistance: No

As you cast this spell, arcane energy swirls around you, vanishing into your hands. Your terrible powers unbeknowenst to the target, you step forth and unleash them.

If your touch attack succeeds, the target can make a Fortitude saving throw to resist the effect completely. Should it fail, you automatically pin the target (You attempt both Grapple and Pin checks as free actions, and always succeed -- even if the target is much larger than you). While this special pin is maintained, you can perform all actions as if pinning the target normally, and the target cannot attempt to escape the pin by any means. In addition, if you choose to deal damage to the target, it suffers 2d6 points of extra non-lethal damage in addition to any other damage you deal.

You cannot deal lethal damage whle using Touch of Tickling.

When the spell ends, you must let go of the target on your next action.

Yuki Akuma
2006-06-22, 07:40 AM
Tickling, Ross. Tickling. There's no "e".

And I don't know why you put the "e" before the "l", anyway, as the root verb is spelled "tickle"...

Also, to contribute, what exactly is the power level of this game meant to be? Will there be character classes that get ninth level spells, for example?

IonizedChicken
2006-06-22, 08:21 AM
<_< Right, 'll go change it then.

Shiny, Bearer of the Pokystick
2006-06-22, 08:34 AM
Oookay; the following have been added to the first page:

Beloved Gaurdian
Pinata Template
The Whiner
The Dreamer
Hold It, Play, and Imagine
Touch of Tickling

All very good contributions, thank you all. I particularly liek the dreamer, actually- it's similar to something I was planning on trying myself. ^^;

Also:
Booger
Exotic weapon
Ranged
Cost: None.
Dmg: S: 1d2 M: 1d3
Critical: x2
Range: 10ft
Weight: None worth noting.
Type: Bludgeoning
Special: Any opponent struck by a booger must make a will save (DC8+ damage dealt) or become nauseated for one round. Boogers are produced within the character's own body. A character can always produce enough boogers to satisfy his multiple attacks, if he has such.

Tantrum (Cha):
You can draw attention to yourself by throwing yourself around, shouting, and screaming.
Check:
If you so choose, you can use a tantrum check to draw one opponent to attack you. If the opponent is already engaged in attacking you, the Tantrum check has no effect; if they are attacking another character or not attacking, the opponent attacks you on a sucessful check, or at least moves to do so. The DC to draw out a foe with a Tantrum is equal to 10+ foe's Wis. modifier.
In a Tantrum attempt, you and the foe make opposed charisma checks; you add your ranks in Tantrum to this check, while your foe adds their ranks in sense motive (if any).
You cannot attempt to draw out a foe with Tantrum if they cannot see you or are otherwise unaware of your prescence. A creature that is immune to mind-affecting effects is not auotmatically immune to tantrums, but a creature without intelligence is.

Mephibosheth
2006-06-22, 08:42 AM
I had some ideas last night that I will hopefully be able to write up today. These ideas include:
The use of cookies to store spells instead of potions
A wondrous item similar to a bag of holding known as the "Cookie Jar" that can hold cookies and allow you to automatically draw the correct one, but can sometimes catch your hand.
"Spoiled Brat" as a bard-like base class focusing on enchantment spells
A wondrous item known as the "Book of Bedtime Stories" that can be used to put people to sleep
I think that's all I've got at the moment. I also think that we should try to be more organized about this if we really want to come up with a decent campaign setting revolving around cuteness. So far we've got an impressive mish-mash of amazing stuff, but no organization.

Mephibosheth

Shiny, Bearer of the Pokystick
2006-06-22, 08:49 AM
I had some ideas last night that I will hopefully be able to write up today. These ideas include:
The use of cookies to store spells instead of potions
A wondrous item similar to a bag of holding known as the "Cookie Jar" that can hold cookies and allow you to automatically draw the correct one, but can sometimes catch your hand.
"Spoiled Brat" as a bard-like base class focusing on enchantment spells
A wondrous item known as the "Book of Bedtime Stories" that can be used to put people to sleep
I think that's all I've got at the moment. I also think that we should try to be more organized about this if we really want to come up with a decent campaign setting revolving around cuteness. So far we've got an impressive mish-mash of amazing stuff, but no organization.

Mephibosheth
I like the idea of cookies and the cookie jar; Book of Bedtime Stories could be awesome, though I'd have to see stats.
My next base class, "The Darling", is a spoiled brat, but is actually rogue-based, so not exactly what you're thinking of. Feel free to stat up a spoiled brat or similar class if you like.

As to organizing matters, I'm starting to think that's a good idea. Maybe a theme would work....say, base classes.

The Informal Theme for This Time Period Is:
Base classes.
Come one, come all, submit your base classes.
In addition to base classes, suplemmental material, such as new skills for your class, new spells for your class, new weapons, feats- anything that is needed to make your class work- can also be submitted.

If you've got monsters, templates, or prestige classes, save them somewhere- your time is coming.

If you've got skills, feats, spells, combat moves/actions, or races, bring em' on.

Yuki Akuma
2006-06-22, 09:02 AM
Weapons for the dreamer!

Pencil
Simple weapon
Light
Cost: 1 cp
Dmg: S: 1d2 M: 1d3
Critical: x2
Weight: None worth noting.
Type: Piercing
Special: A pencil that has successfully damaged a foe may not be used to write with unless sharpened. It may still be used as a weapon.

Ruler
Simple weapon
Light
Cost: 2 cp
Dmg: S: 1d3 M: 1d4
Critical: x2
Weight: None worth noting
Type: Blugeoning (nonlethal)
Special: Rulers provide a +1 circumstance bonus to perform (comedy) checks when used to make sound effects.

Book
Exotic weapon
One-handed
Cost: 15 gp
Dmg: S: 1d4 M: 1d6
Critical: x2
Weight: 1 lb
Type: Blugeoning
Special: A book can be used as a spellbook by any class that uses one. A book has 100 pages, which can be used to make notes, write spells, or as special scrolls.
Use these stats when attacking with a magical picturebook or storybook.

Skipping rope
Exotic weapon
Two-handed
Cost: 7 gp
Dmg: S: 1d4 M: 1d6
Critical: x2
Weight: 1 lb
Type: Blugeoning
Special: A skipping rope has reach. It can be used to attack foes either adjacent or ten feet away.
A skipping rope provides a +2 bonus on trip checks. If you fail, you can choose to drop the skipping rope to avoid being tripped in turn.
A skipping rope provides a +1 circumstance bonus to play checks.

Shiny, Bearer of the Pokystick
2006-06-22, 09:11 AM
Very cool- thanks for statting up the Book for me!

Frying Pan
Martial weapon
Two-handed
Cost: 20 gp
Dmg: S: 1d6 M: 1d8
Critical: 19-20/x3
Weight: 10 lb
Type: Bludgeoning
Special: While fighting defensively, a frying pan provides a +2 shield bonus to armor class.

Forthcoming- The Darling.

Shiny, Bearer of the Pokystick
2006-06-22, 09:38 AM
Darling
Some children are cuter than others. This fact of life, more often than not, results in nothing more than the favor of those foolish adults that consider cuteness to be an indicator of goodness.
Sometimes, for some children, however, this cuteness- this adorability- can become a potent weapon in their attempts to gain favor and defeat their foes. Such is the darling, a creature of passive-agression in the extreme.
A darling's power springs from the force of their personality, combined with their appearence; they adore those who indulge their whims, and strike with terrible force those who defy them or endanger their aims.
Adventures:
Darlings who choose the adventuring life are usually less sucessful examples of the class. When they find their home life doesn't allow them to get what they want, or simply that those around them are growing immune to their peculiar charms, they sometimes choose to move on, taking up the mantle of a wandering adventurer.
Characteristics:
Darlings are best suited to front-line combat alongside another class that fills this role; their spite attacks provide potent offense, while their aura of adorability is a considerable defense. Without the support of healers and other characters capable of backing them up, however, they may quickly fall into trouble.
Alignment:
Some darlings are simply taking advantage of nature's blessings relatively peacefully, in the service of a good cause; some are malicious and cruel. Some utilize their abilties to further a personal code, while others strike at random. All, however, recognize in the simple fact that charm can get them along a fact that argues for a fatalistic universe, and thus most are in some respect neutral.
Religion:
Darlings are seldom strongly religious, believing their personal deeds are more likely to bring them gain or advance their goals than any hypothetical figure-in-the-skies. Those that do follow a deity often dote on it as others dote on them.
Background:
Darlings can arise almost anywhere and from almost any race, though obviously those fairer of face produce more. The spark of cuteness is fickle, however, and can find a home in almost any individual.
Races:
Darlings can belong to any one of the common races.
They are especially common among carebears, humans, and the fair races.
Other Classes:
A Darling often exists in an unspoken agreement with members of other classes; they utilize their gifts in the party's defense, and in return, they expect praise and affection appropriate to their contribution. Some Darlings choose a quieter, more advisory role, knowing that their aw-shucks suggestions to the party will seldom go unheeded.
Role:
The Darling's role in the party is as a second-string combatant; while not as potent a fighter as some, the ability to deal extra damage and adversely affect her opponent in various ways makes up for the lack.

Game rule information coming.

Shiny, Bearer of the Pokystick
2006-06-22, 09:53 AM
Game Rule Information
Abilities:
Charisma is the key ability for many of the Darling's class skils, and adds extra damage to their spite attacks, while either strength or dexterity can heighten the potency of their melee actions.
Alignment: Any neutral.
Hit die: d10

Class Skills
The Darling's class skills (and the key ability for each skill) are: Appraise (int), Balance (dex), Bluff (cha),Climb (str), Craft (int), Diplomacy (cha), Disguise (cha), Escape Artist (dex), Gather Information (cha), Imagine (wis), Intimidate (cha), Jump (str), Listen (wis), Play( cha), Search (int), Spot (wis), Sense Motive (wis), Tantrum (cha),Tumble (dex).
Skill points at first level (6+ int modifier)x4
Skills at subsequent levels: 6+ int modifier.

Weapon and armor proficiency:
A darling is proficient with all simple and martial weapons, with light armor, and with shields.

Adorability:
Beggining at first level, a Darling is more difficult to target with attacks.
Any humanoid with in a 60 foot radius of the Darling must make a will save (DC 5+ Darling's class level + Darling's Cha Modifier) to resist the adorable effect.
Any opponent affected by adorability is subject to the Darling's spite damage.
In addition, each round the opponent is affected by Adorability, they take a -1 morale penalty on attack rolls against the Darling. This penalty can never exceed the Darling's class level. Opponents can attempt a new save every round to break the effect; the save DC is charisma-based. Mindless opponents and those otherwise immune to mind-effecting abilities are immune to adorability.
If a creature's adorability penalty to attack equals or exceeds their HD, they are affected as if by charm person, rather than suffering the penalty. This effect is subject to the usual conditions for a charm spell, and the subject realizes something is wrong (and can still attempt saves).

Spite:
The bewitching nature of the Darling's cuteness means those they attack seldom see it coming; therefore, they deal extra damage to such an opponent.
A Darling can deal spite damage to any creature that is aware of the darling, and meets a few other conditions.
This ability does not work against mindless creatures, but it does function against those immune to precision damage.
In order to deal spite damage, the darling must either enchant an opponent using their adorability, make a sucessful diplomacy check to engage the opponent, or make a bluff check to feint in combat (they usually appear to want to hug their opponent, in such a feint). They can also choose to throw a tantrum, drawing their enemy in to deal spite damage; a sucessful tantrum check against an enemy means that after that enemy attacks the Darling, they can deal spite damage the round after (though after that round, they must enchant or otherwise fool the opponent as normal).
Any opponent charmed by the Darling or their allies is also subject to spite damage, but the attack ends the effect as usual (after the damage is done).
The Darling's extra spite damage is +1d6 at first level, and increases by one d6 every two levels; +2d6 at third level, +3d6 at fifth, and so on, to a maximum of +10d6 at nineteenth level.
In addition to this normal use of spite, a Darling can give up two dice of damage to deal one point of damage to an opponent's intelligence, wisdom, or charisma score. This second ability is usable only once on any given opponent.

Adorable Feature:
At fifth level, and every five levels thereafter (at tenth, fifteenth, and twentieth), the Darling gains an adorable feature from the following list:
Endearing Lisp-
The Darling can apply double their charisma modifier to any charisma-based check that involves speaking.
Pout:
The Darling can pout to produce either of two effects; they may raise the DC to resist their adorability by five once per day, utilizing the pout ability in conjunction with Diplomacy, Tantrum, or Play.
Alternatively, they can add the number by which they failed any one previous check as a bonus to any single charisma-base check; this ability is usable once per day, and they must have failed the check within three days of the ability's use. The Darling can voluntarily assess a petulance penalty on a simple non-combat check (such as a jump or climb check outside of combat) equal to one-half their class level once per day.
Sad puppy face:
The Darling gains the Sad Puppy Face feat, even if they do not meet the requirements. The Darling can make a sad puppy face as a free action.
Too pretty to get hurt:
Once per day per point of charisma bonus, when the Darling would otherwise be struck by an attack or spell, they can add their charisma modifier as a bonus to their armor class.
Much too pretty to get hurt:
This ability can only be taken by a Darling who posseses the too pretty to get hurt ability.
Once per day per point of charisma bonus, when the Darling would take damage from any attack or effect, they can reduce that damage by their charisma modifier. The Darling cannot gain temporary hit points in this way.
Snuggly:
While using the snuggly ability, the Darling gains a +5 bonus on grapple checks. While grappling an opponent, the snuggly Darling can apply her spite damage to attacks. The damage is increased by the Darling's charisma modifier.

Saves:
Good reflex, poor will and fortitude.
BAB:
As rogue.

Mephibosheth
2006-06-22, 10:08 AM
As promised…

Cookies
http://www.cookiesinheaven.com/images/cookies/chocolate_chip_cookie.jpg
A cookie is a magic snack that produces its effect when consumed. A cookie can be used only once. It can duplicate the effect of a spell of up to 3rd level that has a casting time of less than 1 minute.
Cookies are like spells cast upon the imbiber. The character eating the cookie doesn’t get to make any decisions about the effect —the caster who baked the cookie has already done so. The eater of a cookie is both the effective target and the caster of the effect (though the cookie indicates the caster level, the eater still controls the effect).

A typical cookie is around ¼ inch tall and around 3 inches in diameter.

Cookie Jar
http://i.ivillage.com/goodhousekeeping/hp/october/recipes/Cookie-Jar-Classics.jpg
A cookie jar is a carrying device similar to a Handy Haversack. Usually constructed from clay or glass, a cookie jar weighs 2 lbs and can hold up to 30 cookies without any added weight. When the wearer reaches into a cookie jar for a specific cookie, that cookie is always on top. Thus, no digging around and fumbling is ever necessary to find what a cookie jar contains. Retrieving any specific cookie from a cookie jar is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.

Despite its obvious utility, a cookie jar can be a risky item to use, given its propensity to catch the hands of its users. To retrieve a cookie from a cookie jar without risk requires a DC 10 Slight of Hand check. If a character does not have ranks in Slight of Hand or if a character fails this check, there is a 25% chance that the lid of the cookie jar will slam down upon his/her hand. A character caught with his/her hand in the cookie jar is considered Shaken for the remainder of the round.

Moderate Conjuration; CL 9th; Craft Wondrous Item, Secret Chest; Price: 1000 gp; Weight 2 lbs

Book of Bedtime Stories
http://www.achievement.org/library/bookcovers/LittleEngi_0.jpg
The Book of Bedtime Stories is a large, thin book, around 12 inches tall, 8 inches wide, and ½ inch thick. It has a heavy, solid binding of cardboard or a similar material, and is decorated with colorful illustrations. The pages of the Book of Bedtime Stories are similarly illustrated, and the printing is large and blocky.

The powers of the Book of Bedtime Stories are deceptive. At first glance, the book doesn’t seem very powerful, but, if the user reads the entire book out loud (10 consecutive full-round actions), the full powers of the book are revealed. After the first full-round of reading, anyone who can hear the reader must make a DC 15 Will save or be Fascinated. After the fifth round of reading, any creature Fascinated by the book must make another DC 15 Will save or be affected by a Suggestion to sit down and take no other actions than listen to the reader. Creatures affected by this Suggestion are considered Flat-Footed and cannot be shaken free of the enchantment. After the tenth round of reading, anyone under the book’s Suggestion falls asleep (no save) and is considered helpless for 1d4+1 hours or until woken (a standard action, as the Sleep spell). The Book of Bedtime Stories’ powers can be used once per day.

Moderate Enchantment; CL 11th; Craft Wondrous Item, Mass Suggestion, Deep Slumber; Price 12,000 gp; Weight 1 lb

What do you think? Any suggestions? Did I calculate everything properly? These are my first magic items, so I probably messed something up...

Mephibosheth

Shiny, Bearer of the Pokystick
2006-06-22, 10:27 AM
Book of bedtime stories looks quite powerful and great besides; I like cookies, very good conversion from scrolls, and Cookie Jar's effect is just perfect.

Another great job, bluesman.

Comments or suggestions on the Darling, everybody?

Yuki Akuma
2006-06-22, 10:34 AM
As I made mention of them in my stats for the Book, I think I'd better do this...

Story Scrolls
Story scrolls are similar to normal spell scrolls, in that they are spells copied onto paper, and can be copied into a spellcaster's spellbook. However, unlike normal spell scrolls, story scrolls merely have to be read aloud to activate (a standard action). Finding a particular story scroll in a book of 100 pages requires a full-round action that provokes attacks of opportunity, unless the page is marked in some way, such as by bending the page back or inserting a bookmark, in which case it requires a move-equivalent action.
Story scrolls are made with the Write Story Scroll feat. Unlike other scrolls, they can be used by anyone who can read and speak.


WRITE STORY SCROLL
You may write story scrolls into books, to be used at a later date.
Prerequisite: Caster level 3rd
Benefit: You can create a story1 scroll of any spell that you know. Writing a story scroll takes one day for each 1,000 gp in its base price. The base price of a story scroll is its spell level x its caster level x 50 gp. To write a story scroll, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.
Any story scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when writing the story scroll.


Magic Bookmark
This four-inch tall and half-inch wide leather bookmark has a distinct reddish hue. When placed inside a book, a [i]magic bookmark can be used to find any page the holder of the book wishes as a free action. The user must simply state the number of the page or the first three words and the book will open to the correct page. This use of a magic bookmark drains it of power for 1d4 rounds, in which is cannot be used for any other purpose.
Magic bookmarks have a secondary use. A magic bookmark can be placed onto a surface containing written language. When the command word is spoken, the magic bookmark imparts knowledge of the writing to the user, then promptly crumbles into dust.

Faint Divination; CL 1st; Craft Wondrous Item, Comprehend Languages, Find the Page; Price 2,000 gp;

Find the Page
Divination
Level: 1
Components: V
Casting time: 1 swift action
Range: Touch
Target: One booklike object touched
Duration: Instantaneous
Saving throw: None
Spell resistance: No

You speak the number of the page you desire, and the book in your hand instantly springs open to that page.

This spell allows you to instantly turn to any specific page in a book or booklike object. You need not know exactly what is on the page, but you must state the page number. This spell is useful for when you need a specific story scroll in a hurry.

Yuki Akuma
2006-06-22, 10:39 AM
I love the darling. She is awesome. The snuggly ability would definately be useful against a zombear.

Shiny, Bearer of the Pokystick
2006-06-22, 10:48 AM
I love the darling. She is awesome. The snuggly ability would definately be useful against a zombear.
I hadn't particularly thought of that, but now you mention it, you're right.
Glad you like her. ^^

I like the feat, and the magic bookmark seems cool, especially considering the rules you've come up with for finding pages. Very cool stuff.

Mephibosheth
2006-06-22, 11:36 AM
Shiny:

I’m glad you like the magic items. I think they’re balanced. The only thing I’m not sure about is the Book of Bedtime Stories. It is powerful, but it takes a long time to use and is impractical for combat unless some other effect intervenes. I think 12,000 gp is a decent price, but I’m not sure.

Now, on to the classes:

Whiner:
I really like the idea behind the Whiner, but I think that you should narrow down the Whiner’s role in the party a little, especially since it kinda treads on the toes of the Darling (more later). I would rework the Whiner so that he/she is more like a barbarian in nature, giving it the good BAB progression, good Fortitude saves and poor Reflex and Will saves, d12 HD, 4 + int skill points per day, and remove Diplomacy, Gather Information, Sense Motive, and Use Magic Device from the skill list. Also, shield proficiency wouldn’t go amiss.

As to the Whine ability, I would make it more like a Rage, lasting a number of rounds equal to 5 + the Whiner’s Constitution modifier (because all that whining can take a lot out of you ;)) and granting the bonuses you outline (I’m assuming that you can’t Whine offensively and defensively simultaneously). Then, leave the later abilities the same but make them cost a use of the Whiner’s Whine ability. With the exception of Hateful Whine (which I think should last the duration of the encounter), the more advanced abilities should last the duration of the Whine.

Other than that, I like the class a lot. I think that Leathern Ears should grant Energy Resistance (Sonic) 10, 15, and 20 instead of ignoring a certain number of dice. This would be clearer and easier to adjudicate. Otherwise, I really like it. I hope I’m not being too harsh, and feel free to disregard my suggestions if you dislike them. I just think that this fits more with my conception of a whiner and makes the Whine ability a bit more usable, since you don’t have to waste a standard action to use it.

Darling:
I also really like this class, and I think that it fits into a single role a bit better than the Whiner did. I think that you might want to bump the DC on the Adorability ability. 5 + class level + Charisma seems a little low, especially since it’s essential to the Darling’s other major abilities. Perhaps 10 + ½ class level (rounded up) + Charisma modifier. As it its, it seems a little low, but I could be wrong. I also think that the HD should be D6 (in keeping with the rogue). Other than that, I like it a lot.

Please take these comments with a grain of salt. Overall, I really like your classes, and I think that they’re pretty good as is. I just think that these changes would make them better and (in the case of the Whiner) more clearly-defined.

Nice work!

Mephibosheth

Yuki Akuma
2006-06-22, 11:47 AM
No comments on the dreamer? :( Aww.

TinSoldier
2006-06-22, 12:01 PM
So Mephibosheth, are you saying you think the Whiner and the Tantrum Thrower should be combined?

Sophistemon
2006-06-22, 12:04 PM
Don't worry Yuki, I liked the dreamer. Man, this thread's exploded while I was gone. Sheesh. Great work, everybody. I only wish I had enough child left in me to contribute something.

Mephibosheth
2006-06-22, 12:05 PM
Yuki:

OK…feedback on the Dreamer.

First of all, I really like the class. It’s unique and fits the flavor of the “setting” perfectly. I do think that it’s a bit underpowered.

I think that Happy Thoughts should be the central ability of the Dreamer. It might be advantageous to lower the Imagine DC, so that healing can be more consistent at lower levels and higher levels of healing are possible. Perhaps scale the dice over time as well, bumping it up to d8’s at around 10th level. If you did this, I think the Dreamer would be well-positioned to take on the healer role in a party.

I really like the other abilities. They’re flavorful and well-balanced. I especially like “It’s not meant to go that way.” I think that Dream Avatar is good but a bit anticlimactic at 17th level, especially since the class doesn’t seem too focused on combat. Perhaps change the avatar to give bumps to mental skills or other special, imagining-related abilities. I don’t have any ideas off the top of my head, though.

Tin Soldier:

I think so. I only say this because the Whiner's abilities seem focused for combat, and the flavor of the Whine seems like a Barbarian's Rage. I'm operating on the assumption that we're going to craft classes that roughly correspond to the already-existing base classes, and Barbarian seems analagous to the Whiner. Plus, I think Whine works better if it works like Rage.

Sophistemon:

I bet if you think back to your childhood or any books/TV shows/movies/comic strips about childhood, you can come up with something!

Mephibosheth

Alchemistmerlin
2006-06-22, 12:18 PM
Question:

Since these are little kids we're dealing with, should we replace Gold Pieces with lollipops or candy? Something to that effect that a small child would have an easier time getting their hands on.

Yuki Akuma
2006-06-22, 12:20 PM
Whoo! Next up: the Animal Lover! Kinda like a druid. But not as hugely overpowered, as this is just a kid.

Yep, the first spellcasting kid. Guess this'll set precedent...

Edit: Actually, I've decided to scrap the idea of making this class a full faster. Perhaps a partial caster like a bard. I don't think kids should be getting ninth level spells, personally.

Mephibosheth
2006-06-22, 12:26 PM
Storybook Hero

As a child, it’s easy to get caught up in the adventures of your favorite storybook or movie characters. Some children take this excitement to extreme proportions, emulating the fighting techniques of their favorite character and becoming Storybook Heroes.
A Storybook Hero’s skills are gained from long hours of pretend battles. A Storybook Hero can act as a stalwart guardian of his/her friends, a deft and adroit combatant able to strike quickly and easily, as an expert in ranged combat, or as a hulking brute capable of hitting extremely hard. And these are only a few of the possibilities available to the Storybook Hero.
Adventures:
A Storybook Hero adventures most often to live out the life of his/her favorite character. They tend to have similar motivations to the character they emulate, though some just like doing the cool stuff described in the story/movie.
Characteristics:
Storybook Heroes are best suited to combat of all forms, their plethora of feats and combat-related abilities allowing them to fill many roles in combat. Their impressive hit dice and armor-using abilities make them ideal protectors and damage dealers.
Alignment:
A Storybook Hero’s alignment is always within one step of the hero he/she emulates.
Religion:
While a Storybook Hero may worship any god he/she chooses, most Storybook Heroes are so caught up in their literary idol that they revere him/her above any deity.
Background:
Storybook Heroes can arise from any environment that provides enough access to books/TV/movies.
Other Classes:
Storybook Heroes realize that their combat abilities synergize well with the abilities of both Darlings and Whiners and they appreciate the Darling’s skills as necessary to overcome challenges they can’t. They also appreciate the healing ability of Dreamers.
Role:
Storybook Heroes can fill almost any combat role, their plethora of feats making them incredibly versatile in their combat skills.

Game Rule Information
Abilities:
Strength and Constitution are key to effective wielding of weaponry and provide much needed hit points to the Storybook Hero. Dexterity provides much-needed armor class and initiative bonuses.
Alignment: Any
Hit Die: d10

Class Skills
The Storybook Hero’s class skills are: Climb (str), Craft (int), Intimidate (cha), Hold It (con), Imagine (wis), Jump (str), Listen (wis), Play (cha), Profession (wis), Ride (dex), Spot (wis), Swim (str), Tantrum (cha), and Use Rope (dex)
Skill Points at First Level: (4 + int modifier) x4
Skill Points at Subsequent Levels: 4 + int modifier

Class Abilities
Weapon and Armor Proficiencies: A Storybook Hero is proficient with all simple and martial weapons, and with all armor.
Bonus Feats: Beginning at level 1 and continuing at every odd level, a Storybook Hero gains a bonus feat from the Storybook Hero feat list. This list includes any feat that is on the Fighter bonus feat list, as well as any new feat designated as a Storybook Hero feat.
Literary Favor: Nothing bad ever happens to the heroes of stories, and a Storybook Hero is infused with some of that good fortune. Once per day beginning at 5th level, a Storybook Hero can re-roll the result of a single attack roll, save, or skill check. The Storybook Hero can choose to make this roll after hearing the result of the first roll, and gains a +1 bonus on the re-roll. At 10th level and 15th level, he/she gains an additional daily use of this ability.
So there it is. My first attempt at a base class. Hopefully it's close to balanced. It seems like the consensus is that the Fighter is underpowered anyway, so the Literary Favor can help to level the playing field a little. Let me know what you guys think. It's a little more vanilla than the other new classes I know, but something has to fill the fighter role...

Mephibosheth

Yuki Akuma
2006-06-22, 12:32 PM
Storybook heroes should get Imagine as a class skill.

So guys, let's have a vote here. Should the spellcasting kids be powerful enough to get ninth level spells, or should we make the maximum sixth? Or perhaps even fourth, like the paladin?

I think we can all agree that class features are more fun to make than spell lists, anyway.

Shiny, Bearer of the Pokystick
2006-06-22, 12:39 PM
Mephibosheth, thanks as always for your suggestions.

I think the book is fine; you're right about the time involved and the noncombat application. Works for me.

One caveat; I'm not necessarily trying to create analogues to the pre-existing classes; I'm trying to combine or change them in new ways that fit the tone and fit of the setting. For instance, the Whiner is concieved as having bardlike abilities, but with more a focus on combat than the bard, and thus no spells, while the Darling is intended as a sort of inverse rogue (she can only attack people who know she's there) with fighter-like toughness (whence the higher HD).
I'll adress the rest individually.

Whiner:
I originally intended this class as a generalist, like the bard, but you're right in one respect- the role of party 'face' is definitely more applicable to the Darling.
For that reason, I am removing Diplomacy, Use Magic Device, and Gather Information from the Whiner's class skills. I'm keeping Sense Motive, primarily because of the 'assess opponent' usage- I feel that the whiner would try and take advantage of crackss in his opponent's defense to whine at them more advantageously.

I think I just got stuck with my original assumptions while writing an entirely different class; the Whiner is almost pure combat, while some of the aspects I wrote for it are distinctly non-combat.
I'm going to go ahead and grant them good fortitude saves and poor reflex and will; while I like the idea of mental fortitude for the whiner, physical fortitude makes more sense.
I'm going to up their HD to d10s, give them a fighter's BAB, and proficiency with shields (except tower shields).
I'm also going to grant them two bonus feats, at fifth and fifteenth level.
I'm going to keep the current rules for duration of whining; I based them on the rules for drowning, and I think they make a little more sense to me. If it effects balance, I might set a maximum.
I also might change the action required to begin whining, either from the start or at a higher level.
You're right, you can't whine offensively and defensively at the same time unless using the all-encompassing whine ability.
Energy resistance works better, you're right.

Those changes will more or less create a psuedo-barbarian in the Whiner. This leave the question of the Tantrum Thrower's place, of course- but I suppose I could go with my other idea for him, which was a ranged specialist with some nifty movement and battlefield-control options.

Darling:
I think I'd like to keep the higher HD for the darling, since, unlike a rogue, they have to enter combat to be effective- they can't strike from the shadows and are thus more likely to take hits, necessitating, in my view, slightly greater toughness.
I'm going to go ahead and implement your suggestion regarding the Adorability DC; DCs are one of my weak points.

Alchemistmerlin
2006-06-22, 12:41 PM
Storybook heroes should get Imagine as a class skill.

So guys, let's have a vote here. Should the spellcasting kids be powerful enough to get ninth level spells, or should we make the maximum sixth? Or perhaps even fourth, like the paladin?

I think we can all agree that class features are more fun to make than spell lists, anyway.


The thing is, as far as I've seen really, they aren't ACTUALLY gaining the spells, they're pretending. So it's perfectly fine for them to get full casting. I could be mistaken though.

Shiny, Bearer of the Pokystick
2006-06-22, 12:49 PM
Storybook heroes should get Imagine as a class skill.

So guys, let's have a vote here. Should the spellcasting kids be powerful enough to get ninth level spells, or should we make the maximum sixth? Or perhaps even fourth, like the paladin?

I think we can all agree that class features are more fun to make than spell lists, anyway.

I'd say let's refrain from making a "Wizard-kid".
A paladin-kid is definitely acceptable, and the Storybook Hero and Dreamer both almost fill the role.
I'd say a slightly less powerful version of the cleric would also be acceptable- one with more other abilities, but drastically fewer spells, perhaps even warlock-level spellcasting, where invocations are used instead.
Same with the druid-kid.

The Storybook Hero is an excellent remake of the fighter for the setting, and in my opinion better balanced than the class it's based on.

I'd like some feedback on these brainstorms:
Master of Ambitions: Psuedo-divine semicaster; gains 'ambitions' periodically that grant access to a continuous granted benefit, can turn many types of monsters (though not as well or as often as a cleric), wear armor; ambition profiles grant powers from first to sixth level, maximum power accessible is determined by class level, but each time a new portfolio is gained you know all powers up to highest level you can cast. Powers work more or less like invocations. Sample ambition- Astronaut, Princess, Dinosaur, Fireman, President.

Panlid Champion: Fighter type with some monklike abilities, specializing in improvised weapons a'la the drunken master.

Reader: Stealthy psuedo-psionicist with int-based cast-from-shadows abilities, can hide self and party both magically, can gain multiple imagine skills (unique to this class).

Tantrum Thrower: Thrown-weapon specialist, applies strength, has battlefield-control bonus feats, fast movement, possible elocater-esque abilities based in flailing limbs.

Merlin, I think they're actually gaining spells, but only in the imaginal world they inhabit; they can cast spells when their parents aren't around, in the alternate planes under the bed or in the closet, say. Also, candy or a similar "kid currency" is a good idea- let me know if you codify that further.

Yuki Akuma
2006-06-22, 01:02 PM
I think the reader should probably be more a wizard than a psion. Having abilities based around story scrolls might be good. ;)

Eukrin
2006-06-22, 01:06 PM
How about "Playing Dress-up"? Of course, I suppose that in most cases the clothes used would be Mom's and Dad's, and thus too big, a slight hinderance, but worth it for the benefits involved, like "being glamorous" or "acting all-grown up" or tempoarily gaining reduced versions of the skills of the owners of the clothes, with restrictions of some sort...

Mom's a cleric? Borrow her robes and do clerical stuff. Dad's a rogue? Lockpicking anyone? I can see that being useful when it comes to rooting around for where they hid the birthday presents.

I wouldn't know how to format all of that into something useful, but it's a start, I suppose. :-[

Shiny, Bearer of the Pokystick
2006-06-22, 01:11 PM
I think the reader should probably be more a wizard than a psion. Having abilities based around story scrolls might be good. ;)

Story scrolls, yes, but mechnically more akin to a psion; the power of their imagination is what grants them the powers of story.

Eukrin, awesome ideas. ^^

Yuki Akuma
2006-06-22, 01:14 PM
Ah, I see. So they're not actually psionic, and cast spells, but they don't need somatic components or something? They're probably need verbal ones, especially if they're going to be reading scrolls.. :P

Alchemistmerlin
2006-06-22, 01:18 PM
Kid Currency

Copper Pieces= Candy Corn (No one REALLY likes them...)
Silver Pieces= Gum (Fairly common, but still enjoyable)
Gold Pieces= Chocolate Gold Coins (We're getting into the GOOD stuff)

Platinum= Not sure, any suggestions?

Jewels= Various colored Rock candies

Eukrin
2006-06-22, 01:36 PM
Alchemistmerlin, good start on the candy currency thing. Though I wouldn't want my gold to get all melty! Geep!

I wonder how Salt-water taffy, peppermints, butterscotch, and other sugary sweets could be worked into it.

... !!!

Candy Necklace of +5 Sugar Rush!!! ;D

TinSoldier
2006-06-22, 01:40 PM
Jelly beans!

Mephibosheth
2006-06-22, 02:08 PM
OK, so are we forseeing that this project will continue for a while? As it is, the thread itself is starting to become disorganized and it's really hard to provide feedback on everything. Should we perhaps petition the mods for a sticky for a summary thread (similar to "...From the Playground). That might make it easier to get and give feedback.

Mephibosheth

Shiny, Bearer of the Pokystick
2006-06-22, 02:12 PM
OK, so are we forseeing that this project will continue for a while? As it is, the thread itself is starting to become disorganized and it's really hard to provide feedback on everything. Should we perhaps petition the mods for a sticky for a summary thread (similar to "...From the Playground). That might make it easier to get and give feedback.

Mephibosheth

Well, that was my plan, yes. But a sticky? For this little ol' thing? That seems a mite....presumptuous.
I've been trying to index everything on the front page of the thread.

Yuki Akuma
2006-06-22, 02:13 PM
Well, is this an actual book project, or just some random cute ideas thrown together? If it's an actual book project, yeah, we should probably get more organised!

Also, some general flavour so we know what we should and shouldn't do.

Shiny, Bearer of the Pokystick
2006-06-22, 02:15 PM
Well, is this an actual book project, or just some random cute ideas thrown together? If it's an actual book project, yeah, we should probably get more organised!

Also, some general flavour so we know what we should and shouldn't do.
I was planning to eventually have something resembling a core ruleset, yes. So I guess you could call it a book project, but I'm not a very organized person. So, I'd like to keep it a little less formalized, so anyone can contribute more or less anything that fits the theme.

Yuki Akuma
2006-06-22, 02:19 PM
Due to feedback from Mephibosheth, I've decreased the check DC for Happy Thoughts down to 10, and also given the ability a boost at tenth level.

I've also made Dream Avatar grant a bonus on Imagine checks and Will saves.

Mephibosheth, do you think it's a little more powerful now? :P I wanted to keep with the general idea of the dreamer transforming into a creature from her dreams, and those creatures would naturally be stronger and more powerful than she is! But, you're right, it is a little anticlimactic...

Any ideas to make the Dream Avatar a little better? I could increase the bonus to Imagine and Will saves... Maybe make her Imagination Made Flesh pets more powerful...

Shiny, Bearer of the Pokystick
2006-06-22, 02:23 PM
I kind of like that last idea about the pets, Yuki.

Peregrine
2006-06-22, 02:23 PM
I think so. I only say this because the Whiner's abilities seem focused for combat, and the flavor of the Whine seems like a Barbarian's Rage.
I think it works as a bard... whining is sonic, tantrum-throwing is physical. And the bard only really makes a good 'face', in my opinion, because of the conjunction of being Cha-based and a skill class... the Whiner could divorce the bardic music abilities from this. I know, it's getting away from the 1-to-1 correspondence a bit more, but...

Well, swinging it back to the correspondence, how's this for an alternate approach to magic? The storybook got me thinking; could spells be represented by stories? 'Wizards' memorise stories and recite them, 'sorcerers' make them up off the top of their heads... they could be 'magical' in that telling a good enough story can reshape the 'reality' of the imagined adventure. Kind of like coming up with an in-character justification for how the kid wants the game to go.

Shiny, Bearer of the Pokystick
2006-06-22, 02:27 PM
Peregrine, that's actually what I was trying to do; create a bard without the 'master of none' stigma, combat-focused with some other utility functions.

That's an interesting approach to magic; not what I would've chosen for myself, but go into a bit more detail and we might have a solid idea, there.

Yuki Akuma
2006-06-22, 02:29 PM
Increased the power of the dreamer's Imagination Made Flesh ability while using Dream Avatar. I think that should make it balanced.

And now I'm gonna go make that animal lover class.

Shiny, Bearer of the Pokystick
2006-06-22, 02:40 PM
Mephibosheth, I just reworked the Whiner, based in part on your suggestions.
Let me know what you think whenever you get a moment?

Yuki Akuma
2006-06-22, 02:40 PM
The Animal Lover
Animal lovers, as the name suggests, love all animals. They're the kids who'll be content to sit in the back yard and play with the squirrels, insects and birds all day. They're the kids who never seem to be attacked by that nasty dog two doors down. Their utter love for all things furry can be somewhat disconcerting, but if you need someone to talk to the animals, the animal lover's your kid.
Adventures: Animal lovers do everything out of love for animals, and adventuring is no exception. They may do it to find the pet they've always wanted, or perhaps to save a poor little puppy from the clutches of a witch. Really, no one's quite sure what goes through an animal lover's mind sometimes.
Characteristics: Animal lovers have a deep connection with all things fluffy, scaly, feathery... anything animalistic, at any rate. They are also rather animalistic in and of themselves.
Alignment: Animal lovers try to emulate animals in all sorts of ways. As such, an animal lover must always be neutral in regards to at least one aspect of her alignment.
Religion: Animal lovers tend towards more natural forms of worship. Many just stick to worshipping the animals they love so much.
Background: Animal lovers can find their devotion to all things furry in quite a number of ways. Some were accidentally left overnight at the park, while others spend most of their time in the garden watching the animals run around and steal food.
Races: Elves are, naturally, the most likely to become animal lovers, although quite a few humans and children of other races do, as well. Members of the savage races tend to hammer the idea that animals are merely food into their young, so they are rather unlikely to produce an animal lover.
Other classes: Animal lovers tend to stick to people like them a lot, and seem to have trouble getting along with other humanoids. They value companionship, though, especially that of a strong protector like a whiner or a storybook hero.
Role: Animal lovers shine when they have animals to interact with. With their animal companion ability, that is quite often. Animal lovers are prone to getting into the thick of things, as well, and aren't afraid to fight tooth and nail like their animal friends. Animal lovers also have limited spellcasting ability, but none of that healing stuff those other animal-focused classes have, no sir...

(Game rules to come! As usual.)

Mephibosheth
2006-06-22, 02:42 PM
Yuki:
I like the changes you've made to the Dreamer. I say go with it!

Shiny:
I guess I misunderstood the flavor behind the Whiner. I still think it's underpowered to waste a standard action just to gain a +1 bonus to attack on one hit, but you should proceed as you will. Maybe making Whining like bard song (last a long time once it's started) would be better...

I think this is a cool project (hence my continued participation) and, if the Town can get sticky directories, there's no reason ours can't if we intend to continue it. It could make it easier to organize and give feedback. It would be a little more work for whoever starts the thread, though. That way, we could operate like the Community Worldbuilding project or the town, posting individual threads for our creations with a [C.U.T.E.] heading. Maybe.

Also, some feats and weapons for use by Storybook Heroes:

IMAGINE PROWESS [General, Storybook Hero]
Your martial games are infused with a little extra realism.
Prerequisites: Imagine 4 ranks, BAB +1
Benefit: You can use the Imagine skill to improve your attack bonus. If you succeed on a DC 20 Imagine check, you gain a +1 bonus on attack rolls for a number of rounds equal to your ranks in Imagine. If you exceed DC 20 by 10 or more, you gain an additional +1 bonus on attack rolls for every 10 by which you exceed the DC. Thus, a DC 30 Imagine check will result in a +2 bonus to attack rolls.
Special: A Storybook Hero may take Imagine Prowess as one of his/her bonus feats.

WEAPON FLOURISH [General, Storybook Hero]
You can imitate the fancy fighting styles you see on TV to great effect.
Prerequisites: Improved Feint, Imagine 5 ranks
Benefit: Your impressive displays of imaginary swordsmanship allow you to use the Imagine skill instead of the Bluff skill to feint in combat.
Special: A Storybook Hero may take Weapon Flourish as one of his/her bonus feats.

Stick Sword
Martial Weapon
One-Handed
Cost: NA
Damage: S: 1d6 M: 1d8 piercing or bludgeoning
Critical: x2
Special: A stick sword grants a +2 bonus on Imagine checks to imagine prowess.

Stick Bow
Marital Weapon
Ranged
Cost: NA
Damage: S: 1d4 M: 1d6 piercing
Critical: x3
Range: 50 ft

Baseball Bat
Martial Weapon
One-Handed
Cost: 5 Chocolate Coins
Damage: S: 1d8 M: 1d10 bludgeoning
Critical: x2
Special: A baseball bat grants a +2 bonus on Sunder attempts

Anyone else have any ideas for Storybook Hero feats? Post up!

Next project: NPC classes - Teacher, Babysitter, Mom, and Dad! More feats for Storybook Heroes!

Mephibosheth

Eukrin
2006-06-22, 02:42 PM
Hm. Most kids in the 3-6 ages range aren't the best readers. Perhaps that might have to be taken into consideration when dealing with spellbooks and the like, unless they're straight "picture books" ...

Huh.

Now there's a thought. A spellbook of just pictures, and the kid describes what's going on in a short series of pictures as the spell. Since in some ways, describing an image is a matter of interpretation, there may be room for subtle variations in how a spell works.

...

What about band-aids/Non-Namebrand-Specific Adhesive Bandages as a substitute for potions of "heal minor wounds"? Some little kids of my acquaintence are of the opinion that once they can't SEE the boo-boo anymore, it's not there anymore; my brother insists on getting a band-aid for any scratch, bug bite, or scrape.

Heh. Ever see little kids comparing their band-aids? It's like older guys with battle scars. "I got this for falling out of a tree." "Wow, cool, I got this defending a bridge from an army of orcs." "Neato, see this band-aid? A big kid pushed me down. But don't worry, after I got my band-aid, I went and bit him."

Shiny, Bearer of the Pokystick
2006-06-22, 02:49 PM
Yes, most kids that age- and a little older, up to the 8-9 maximum I'm imagining- aren't the best readers; which is why I'm contemplating making reading a rare and powerful skill, and the ability to create stories on the page even more potent. Since literacy in the C.U.T.E. is about as rare as arcane talent is in D&D, it made sense to me to make them somewhat equivalent.

@Bluesman:
I reworked offensive/defensive whine bonus, and whining now takes a free action.

Eukrin
2006-06-22, 02:55 PM
In that event, perhaps there could be a range of advantages/disadvantages based on character age?

In some cases perhaps age could be a hinderance. A lisp is endearing in someone four or five years old, but when they're eight, it really falls flat. They're just clinging too hard to the cuteness, and it doesn't work. Unless they're halflings or something.

Yuki Akuma
2006-06-22, 03:18 PM
Game Rule Information
Abilities: Charisma is the most important ability to animal lovers, followed closely by Wisdom. Charisma aids them in convincing their animal friends to do what they want them to do, and Wisdom is the key ability for their spells.
Alignment: Any neutral
Hit die: d8

Class skills
The animal lover's class skills (and the key ability for each skill) are: Concentration (Con), Craft (Int), Diplomacy (Cha), Here Doggy! (Cha), Hold It (Con), Imagine (Wis), Listen (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skills points at first level: [4 + Int modifier] * 4
Skill points at every other level: 4 + Int modifier

Weapon and Armour Proficiency: Animal lovers are proficient with all simple weapons, light and medium armour, and with shields. Animal lovers face a special restriction, however: they cannot wear any armour, or clothing for that matter, made out of an animal's hide. If they do, they lose access to all class abilities (except for weapon and armour proficiencies), as well as spellcasting, for twenty-four hours.
Tooth 'n' Nail: At first level, an animal lover gains Improved Unarmed Strike as a bonus feat. In addition, an animal lover can choose to deal either slashing damage (by scratching) or piercing damage (by biting) instead of the usual blugeoning damage.
At fifth level, and every five levels thereafter, the animal lover's damage die for their unarmed strike is increased as if they were one size larger than they are, but only when dealing slashing or piercing damage.
Animal Companion At third level, an animal lover gains an animal companion. Her druid level is treated as being equal to her animal lover level + her Charisma modifier.
Spells: Beginning at 4th level, an animal lover gains the ability to cast a small number of divine spells, which are drawn from the animal lover spell list. An animal must choose and prepare her spells in advance.
To prepare or cast a spell, an animal must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an animal lover’s spell is 10 + the spell level + the animal lover’s Wisdom modifier.
Like other spellcasters, an animal lover can cast only a certain number of spells of each spell level per day. Her base daily spell allotment follows the same pattern as the Ranger's. In addition, she receives bonus spells per day if she has a high Wisdom score.
Through 3rd level, an animal has no caster level. At 4th level and higher, her caster level is one-half her animal lover level.
Animal Friend: An animal lover of at least fifth level may use the Here Doggy! skill in place of Bluff, Diplomacy, Gather Information and Intimidate when dealing with animals and magical beasts. This ability may be used to improve the attitude of an animal or magical beast with an Intelligence score of 2 or lower, like the druid's Wild Empathy ability.
In addition, an animal lover gains a +1 circumstance bonus to her AC against attacks made by animals, elementals, fey and magical beasts, as well as those made by other animal friends and nature lovers such as druids. This bonus increases to +2 at level ten, and improves by +1 at every fourth level thereafter.
Summon Beasties Starting at tenth level, an animal friend may use Summon Swarm as a spell-like ability useable once per day. Her caster level is equal to her animal lover level.
At thirteenth level and every three levels thereafter, an animal lover gets an extra use of this ability per day.
At fifteenth level, an animal lover can instead choose to use Creeping Doom, although she is still able to use Summon Swarm.

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

Spell list
1st level: Animal Messenger, Calm Animals, Charm Animal, Detect Animals or Plants, Detect Snares and Pits, Hide from Animals, Jump Longstrider, Magic Fang, Pass without Trace, Read Magic, Speak with Animals, Summon Nature’s Ally I.
2nd level: Animal Trance, Barkskin, Bear’s Endurance, Bull's Strength, Cat’s Grace, Eagle's Splendor, Fox's Cunning, Hold Animal, Owl’s Wisdom, Spider Climb, Summon Nature’s Ally II.
3rd level: Dominate Animal, Magic Fang, Greater, Reduce Animal, Repel Vermin, Summon Nature’s Ally III.
4th level: Animal Growth, Commune with Nature, Freedom of Movement, Giant Vermin, Summon Nature’s Ally IV.

Shiny, Bearer of the Pokystick
2006-06-22, 03:21 PM
Interesting class, Yuki- it sticks very close to the source material, but kudos on going to the trouble to create a reasonably viable spell list and set of abilities.

Would you mind terribly if I took a crack at a druid-esque animal class as well?

Yuki Akuma
2006-06-22, 03:39 PM
Not at all, considering this is more akin to a ranger-druid hybrid class.

Also, I added the class skills and skill points. -_-' Whoops!

Shiny, Bearer of the Pokystick
2006-06-22, 03:41 PM
Panlid Champion
Many kids, confronted with the challenges and trials of a hazardous world, seek to emulate their heroes or ely on their existing traits to see them through.
Some, however, see the world as a vast trove of potentialities, any one of which can be turned into a weapon, a shield, or almost anything else one requires.
The world is a Panlid Champion's toolbox; everything in it is effectively their tool.
Adventures:
Panlid champions adventure, more often than not, to expand their repertoire of collected and imbued items. Many also choose to support their friends or allies in anything they undertake, reasoning that gathering friends is as important as gathering anything else.
Characteristics:
Panlid Champions are combat characters whose primary strength lies in their ability to attack even without their normal equipment, creating new and adaptable weaponry on-the-spot. Panlid champions also strike somewhat faster than normal warriors, and have a degree of expertise in scouting.
Alignment:
Panlid Champions may be of any alignment. Evil panlid champions are destructive, cruel, and acquisitive, while good panlid champions are mighty forces for creation and virtue.
Religion:
Panlid Champions are a diverse bunch, and their religious preferences reflect that. Almost any divine power one cares to name can count a Champion or two among his or her or its followers.
Background:
Most Panlid Champions began life inventing, creating, and taking apart, putting back together in pleasing shapes, and they continue this practice throughout their careers.
Few Panlid champions are taught their particular abilities; most simply discover their aptitude on their own.
Races:
A member of any race that produces reasonably intelligent specimens can be a Panlid Champion. No single race or type of creature is more or less likely to be one.
Other classes:
Panlid Champions work well in unusual situations, and are thus often valued by characters of other classes for their quick thinking and adaptability. Similarly, Champions frequently find that the guile, potency, and skills of other classes are vital to their success.
Role:
The Panlid Champion serves as a support combatant for more hardy members of the party, and outside of battle, as a source of potent magical enhancements.

Game Rules next post, as per usual.

Glad you don't mind, Yuki. It's forthcoming when I finish the others I'm working on.

Mephibosheth
2006-06-22, 03:47 PM
Some more feats for Storybook Heroes:

DRAMATIC POSE [General, Storybook Hero]
You’re way to dashing to hit!
Benefit: As a full round action, you can assume a dramatic pose, showing how powerful and heroic you are. When doing so, you gain a +6 moral bonus to armor class.
Normal: When taking a Full Defense action, you gain a +4 dodge bonus to armor class.
Special: A Storybook Hero can take Dramatic Pose as one of his/her bonus feats.

WARCRY [General, Storybook Hero]
Cuz the hero always needs a catchy warcry.
Prerequisites: Dodge, Charisma 13+
Benefit:Thrice per day, as part of a charge action, you can let out a cry of some sort (either a pithy retort or a barbaric yawp, depending on the inspiring hero) in order to gain greater power on your subsequent hit. You gain a moral bonus equal to your Charisma modifier (min +1) on the attack and damage rolls at the end of your charge. You can use this feat only against the target of your Dodge feat.

Yuki:

I like the look of the Animal Lover. Nice work!

Mephibosheth

Yuki Akuma
2006-06-22, 04:07 PM
HEROIC SPRINT [General, Storybook Hero]
Your heroic spirit allows you to run down your enemies... or, when all else fails, flee at top speed.
Prerequisites: Dramatic Pose, Run, Cha 13+
Benefit: After assuming a Dramatic Pose, your base speed increases by 10 ft. for 1d4 rounds.


Note: Ability prerequisites for feats are always odd. Change that to either 11 or 13!

Alchemistmerlin
2006-06-22, 04:17 PM
Panlid champion inspired me...I had no choice:
http://img487.imageshack.us/img487/2560/panlidchampion7jl.png

blackfox
2006-06-22, 04:23 PM
Wow, this really grew a lot in the 16 hours I was gone.

I really like the Darling class. It's well balanced, and kind of reminds me of kindergarden.

This project looks like it's coming along really well. I'd try to help with it if I weren't so busy with trigonometry. Maybe after I finally get done with it, I can offer some real ideas.

Shiny, Bearer of the Pokystick
2006-06-22, 04:37 PM
Game Rule Information
Abilities:
Strength affects the Champion's combat prowess, while dexterity is vital to their scouting and sneaking skills. Intelligence is perhaps more vital to the class than dexterity, however, as a goodly number of the classe's features depend on it.
Alignment: Any.
Hit Die: d8.

Class Skills:
The Panlid Champion's class skills (and the key ability for each skill) are: Balance (dex), Climb (str), Concentration (con), Construct (int), Hide (dex), Hold It (con), Jump (str), Listen (wis), Move Silently (dex), Sense Motive (wis), Spot (wis), Swim (str), Tumble (dex), and Use Magic Device (Cha).
Skill points at first level: (4+int modifier)x4.
Skill points at each additional level: 4+ int modifier.

Class Features
All of the following are class features of the Panlid Champion:
Weapon and Armor Proficiency:
Panlid champions have no proficiency with any manufactured weapon or armor, or with shields.

AC bonus:
Beggining at first level, While wearing only armor or clothing they have purposed themselves, a Panlid Champion gains a bonus to armor class equal to their intelligence bonus. In addition, they gain a +1 insight bonus to armor class at 5th level. This bonus increases every five levels of Champion thereafter, to a maximum of +4 at twentieth level.

Disassemble:
A Panlid Champion can take apart any inanimate object that is composed of more than one piece.
To do so, they make a special disassembly check, d20+Int modifier+1/2 Champion level, against the object's AC. A success means the Panlid Champion can take apart that object, reducing it to its component parts; it is thereafter useless for its original purpose unless repaired, but can be purposed by the Champion.
Disassembling an item requires consecutive full-round actions equal to one-half the object's AC, a minimum of one.

New purpose:
Once a Panlid Champion has disassembled an object, he can choose to grant it a new purpose. He can also purpose an item that is not disassembled, provided it meets the requirements.
The hardness and HP of a purposed item are equal to the hardness and HP of the disassembled item it was taken from.
Purposing an item requires two consecutive full-round actions.
A Panlid Champion is proficient with any items he has purposed.
A Champion can purpose a number of items equal to his intelligence modifier at any one time; if any of his purposed items is destroyed, or stolen, or if he wishes to discard it, it no longer counts against this limit. Thrown weapons do not count against this limit.
For feats that require a specific weapon choice, such as weapon focus, the Panlid Champion can choose lesser, medium, or major purposed item.
Lesser purposed items:
At first level, the Champion can purpose the following sorts of items-
Any item the Champion can hold in one hand with ease, less than one foot in length and breadth and weighing less than five pounds, can be purposed into a light weapon. Such a weapon always deals 1d4 damage of a type appropriate for the item and has a x2 critical modifier. A typical item of this type would be a small bottle, a spatula, a circuitboard from a disassembled computer, or a piece of plastic from some larger object.
Any item the Champion can fashion into a suit of clothing or crude set of armor sized for him (clothing ripped apart and sewed back together fulfills this purpose) can be used as armor by the Champion. Such armor has the same statistics as studded leather armor. Typical items might be a bedsheet and set of throw pillows, shards from a set of dinner plates, screens from a window, or pieces of wood from a disassembled piece of furniture.
Any item the champion can lash to one arm can be used as a shield by that champion. Such an item has the statistics of a buckler or a small shield (champion's choice). Typical items include a textbook, hand mirror, dinner plate, or small flattened cardboard box.
Medium Purposed Items:
At sixth level, the Panlid Champion can purpose more potent items.
Any item he can hold in one hand, with the general size and shape of a weapon, can be used as a one-handed weapon by the Champion. Such a weapon has the statistics of a longsword but deals damage of a type appropriate to its character. Typical items include a plank of wood, roll of carpeting, handle from a refridgerator, or coat hanger.
A champion of this level can also purpose tiny items, such as forks or earrings, into thrown weapons with the statistics of shuriken.
A panlid champion of this level can create armor that duplicates the benefits and drawbacks of a chain shirt.
Typical items for this purpose include electronic components, metal parts from a filing cabinet, books, and various cooking utensils.
A panlid champion's ability to create purposed shields improves; they can now create large shields from cabinet doors, windowpanes, pillows, etc.
Major Purposed Item:
A panlid champion of twelfth level or higher can create even more powerful items from the world's detritus.
If a panlid champion can hold an item comfortably in two hands, they can purpose it into a weapon with the statistics of a greatsword that deals damage appropriate to the item's type. Typical items include broom handles, chairs, suitcases, keyboards, guitars, and those long metal thingies that hold up matresses.
They may also choose to purpose tiny items, such as butterknives or compact disks, into thrown weapons with the statistics of throwing axes.
A Panlid Champion of twelfth level can create purposed armor that grants a +6 armor bonus to AC, but has an armor check penalty of only -2 and a maximum dexterity bonus of +6. They usually use the same materials as for medium purposed armor, but in greater quantity.
A Panlid Champion can also create tower shields out of items with large, flat surfaces, such as doors.
Miscellaneous purposed item:
At sixth level, and thereafter, a Panlid Champion can choose to purpose any item that suits him and can reasonably be converted into such into an item of the following types; headband, helmet, hat, phylactery, eye lenses, goggles, cloak, cape, or mantle, amulet/brooch/medallion, robe, shirt, vest, bracer, gloves or gauntlets, belt, or boots. The Panlid Champion can purpose only one item to any given body-slot at a time, and is subject to all rules regarding multiple items-per-slot as usual.
The cost to enchant an item manufactured by the Panlid Champion in this way is 1/2 usual.

Imbue purposed slot:
A Panlid Champion gains the ability, each time he levels up, to enhance any one type of equipment he carries by investing a part of his spirit in that place. He essentially gains one imbuing 'point' at each level, and must spend it that level. Any item thereafter worn in that slot provides the benefits of the imbued ability; if no item is worn there, the benefit is lost.
The effect depends on what kind of slot he choose to imbue:
The helmet slot can be imbued to provide a bonus to any one mental ability score (maximum +5), or provide the character with darkvision out to 90ft (or 120ft if they already possess darkvision). Each use of the ability to imbue the slot an raise the ability score bonus by one, or add an additional ability; for instance, imbuing the slot four times could result in a +3 bonus to intelligence and darkvision.
Imbuing the goggle slot can grant the champion a +5 bonus on checks to disbelieve illusions (maximum +15), or the ability to see invisible or ethereal creatures; either of the latter two abilities is usable 3/day, and lasts for three rounds.
Imbuing the amulet slot can grant a +1 bonus to AC per use (maximum +8 ), or allow the champion to heal 1d6hp 1/day, increasing by 1d6 per use of the imbue ability (this ability can only be used on the champion himself).
Imbuing the armor slot or robe slot can grant a bonus to AC as the amulet slot can, or a +2 bonus on any one saving throw per use of the ability, or elemental resistance 5 per use of the ability.
Imbuing the glove and bracer metaslot can have varied effects; either 1d6 bonus damage of any one elemental type (maximum +3d6), a bonus to attacks roll of +2 per use (maximum +6), or the ability to make one extra attack per round at a -2 penalty per 10 points of BAB in addition to all normally granted attacks (this special ability costs two consecutive uses of the imbue ability).
Imbuing the belt slot can grant a bonus to any one physical ability score of +1 per use of imbue (maximum +5).
Imbuing the boot slot can grant an enhancement of +5ft to movement (maximum +15ft).
A champion can also wear magic items enchanted in the usual way; if he does, the normal effect of the item and any applicable imbued slot effect are both active, but the imbued slot effect only applies to the item while it is worn by the Champion.
Imbued slot bonuses are Imagination bonuses. They stack with all other bonuses, except other Imagination bonuses.

BAB: Good progression.
Saves: Good reflex, Good fortitude, poor will.


Leperflesh
2006-06-22, 04:51 PM
It seems obvious to me (now that I thought of it) that there would be two primary Gods - Mom and Dad. These near-mythical deities occasionally swoop in unannounced and, utilizing vast and unimaginable powers, alter the very reality in which the kids are adventuring.

Each kid has his or her own conception of Mom or Dad (or both), usually holding both in reverence but having one in particular that is called upon in any given situation. For example, when injured, kids inevitably call upon Mom for healing and safety; when facing a dire threat, however, many a kid boasts of the primacy and prowess of his Dad over the enemy's Dad.

High-level kids of certain classes can even perform the powerful divine spell, Miricle, which summons Mom or Dad to grant a boon.

Note, however, that in addition to being benevolent saviors from danger and strife, and bountiful providers, Mom and Dad may also appear as avatars of fear and destruction. Their sheer overwhelming power can put an end to all sorts of fun and adventure. Of particular concern for all kids is the dual threats of Bath Time and Bed Time, either of which can put an end to even the most exciting and fun-filled adventure, at least temporarily.

There are additional, lesser deities, of course. Some of them include:
-Big Brother and Big Sister. These demigods lack the true power of other gods, but are nevertheless elevated in power and resources above mere mortal characters. Each character may have from zero to as many as ten or more such demigods in his or her personal pantheon. Some are benevolent, but more commonly these demigods are distant and inattentive, having their own mysterious priorities. A few are agents of destruction, chaos, and war, however.
-Grown Ups, which are generally a pantheon of lesser deities with random, chaotic and unpredictable behaviors. Encounters with random Grown Ups are fraught with peril. Some regard them as pure agents of chaos.
-The Ice Cream Man
-Santa, a deity possibly even more powerful than Mom or Dad, but whose very existance is a matter of much conjecture. Those of faith maintain that Santa watches over and judges all, and grants boons once per year to those who are Good in his eyes. The rest of the year, however, calling upon Santa for aid is a lost cause.
-Grandpa and Grandma. These deities, like Mom and Dad, are capable of granting boons, but they do so at their own whim, and specific requests are usually ignored. Instead, a random gift may be forthcoming, and the 'gift' is often of little use - underwear and socks are common, as are toys which were deemed 'lame' and out-of-date long before a given kid was even born. Grandpa and Grandma are held in special reverence, however, due to their general good cheer. Unlike Mom and Dad, Grandpa and Grandma almost never appear to enforce Bath Time or Bed Time, and when they do, they can often be distracted.
-The Mailman. The Mailman is a messenger-deity who primarily serves Grown Ups, Mom and Dad, and so forth. However, it is possible for characters to occasionally call upon The Mailman to deliver a message to the gods (especially Santa). On extremely rare and exciting occasions, a character may even recieve a message carried by The Mailman - such an event is worthy of universal awe and acclaim.
-The Police Man. This god is oft spoken of in legend, and Mom and Dad sometimes point to him as a tertiary being to call upon for help, when Mom and Dad are unavailable. Unlike Mom and Dad, however, The Police Man is terrible in countenance and projects an aura of power and fear wherever he is found. Those in truly desperate need, however, are said to be able to call upon him. The Police Man is said to always be able to bring a supplicant to safety - although nobody knows if this is really true.
-The Babysitter. The Babysitter is a being of supreme evil. Not truly a god, but more powerful than any known mortal, The Babysitter is every kid's sworn enemy. Only the most deranged, lunatic evil worships The Babysitter - although a few cultists, particularly Whiners, may appeal to The Babysitter as a means of directing its wrath against enemies. Most awful of all is the fact that, with the exception of short transition periods, The Coming of The Babysitter heralds an age in which Mom and Dad become distant and unreachable. Appeals to Mom and Dad are instead directed to The Babysitter, who is much less likely to grant boons, and much more likely to enforce an arbitrary Bath Time or Bed Time. The Babysitter is always more strict than Mom or Dad, and almost never grants comfort or protection from dangers.

-Lep

-edits- to add The Babysitter, and some bolding.

Shiny, Bearer of the Pokystick
2006-06-22, 04:53 PM
Nice Pantheon, Lep. Good stuff. :D

TinSoldier
2006-06-22, 05:00 PM
I can even hear the deities speaking in Charlie Brown adult voices -- "Wah WAH wah Wahnt Waaaaah!"

Yuki Akuma
2006-06-22, 05:00 PM
Great one, Lep. ;D That is truly awesome.

So, have we decided that our kids are from the modern age and just 'pretend' (to them, of course, it's very very real) to have adventures?

I think in this case death would be a very interesting thing to handle... after all, an imaginary monster can't really kill you, but it could certainly be a traumatic experience to be 'killed' while 'playing' a 'game'.

TinSoldier
2006-06-22, 05:05 PM
I know I'm not contributing much, just butting in from time to time. But what can I say, it's a fun thread with a cool premise.

I keep imagining TV shows like "Muppet Babies" and "Rugrats", and comics like "Calvin and Hobbes", and stuff like that.

When the children are adventuring, they are kind of aware that it's all make believe but their imaginations make it seem very real. It's kind of a dream-like state I'm thinking. And maybe on some level it is real...

Leperflesh
2006-06-22, 05:07 PM
Great one, Lep. ;D That is truly awesome.

So, have we decided that our kids are from the modern age and just 'pretend' (to them, of course, it's very very real) to have adventures?

I think in this case death would be a very interesting thing to handle... after all, an imaginary monster can't really kill you, but it could certainly be a traumatic experience to be 'killed' while 'playing' a 'game'.

I think it would be reasonable to assume ALL damage in this game is treated like subdual damage... and is recovered in the same manner. It is incumbent upon every character to 'be dead' when reaching 0 damage, and failure to cooperate causes such a character to immediately puff out of existance, becoming irrelevant and nonexistant to the reality.

Alternatively, you can treat damage like "for reals", and assume that part of the conceit of this game is that everything is "really" taking place, even though (as adult players) we know that it is not.

Or something.

-Lep

Yuki Akuma
2006-06-22, 05:08 PM
Hmmm...

Perhaps this game world could have two realities... the 'real' world and the 'imaginary' world. Adults generally have a hard time entering the 'imaginary' world, but kids can do it easily (some, like dreamers, seem to be permanently stuck in it).

The 'imaginary' world is actually a real place, but it isn't exactly a physical realm. It'd be interesting to have this idea fleshed out, but I can't think of anything right now... -_-

For example, adventures could skip between the worlds. You could have an adventure plot, and a sort of real-world metaplot going alongside it. This would make interesting Rugrats-style stories (although the kids would be slightly older and able to talk to adults).

Could even include some obviously fantastic elements into the 'real' world, such as kids sometimes being able to use their imaginary powers, although adults tend not to notice.

Leperflesh
2006-06-22, 05:10 PM
Perhaps it's something akin to planar travel, into the ethereal or shadow planes - only, different?

-Lep

Shiny, Bearer of the Pokystick
2006-06-22, 05:10 PM
I know I'm not contributing much, just butting in from time to time. But what can I say, it's a fun thread with a cool premise.

I keep imagining TV shows like "Muppet Babies" and "Rugrats", and comics like "Calvin and Hobbes", and stuff like that.

When the children are adventuring, they are kind of aware that it's all make believe but their imaginations make it seem very real. It's kind of a dream-like state I'm thinking. And maybe on some level it is real...

I'm so glad you like it. ;)

I just finished up the Panlid Champion- let me know what you think, everyone. PEACH it up.

As to the setting;
I'd say that the kids are living in a modern world some of the time, but their imaginations have, in essence, run away with them; they've moved from the "real world" we all know to a very similar world with some differing rules, where the things children imagine are real, and can cause real pain and death- or really heal them. I'd say if a child dies in the imaginal world, their real body falls into a coma until their mind is somehow ressurected in the same imaginal plane. Also, I like the idea of a sort of underground world of children that never grow up- a kind of dystopian never-never land.
So, one's character could enter the imaginal world with his friends, and explore a kid society in ancient, dank sewers beneath the suburban streets, where hideous threats await; or they could venture into the darkness of his own house's basement and slowly realize they've stumbled onto a fundamentally different, darker plane of existence.
Essentially the characters were real world children, but they became lost in a fantasy world- and it's possible, though not confirmed, that they had a hand in making it.

@Lep:
I'd say it's more like Astral Travel; your 'real' body might be left behind, and if you're killed you partially snap back (into the aforementioned coma), but you still feel astral pain and are assessed astral wounds.

TinSoldier
2006-06-22, 05:11 PM
Hmm. Like Leperflesh said, but more along the lines if someone is "killed" during adventuring, they are kicked out of the fantasy world for some period of time? Then they get "ressurrected" later on?

And of course, some things are truly dangerous...

Yuki Akuma
2006-06-22, 05:12 PM
*looks up at his own idea* ... I think I like yours more, Shiny. Can we fuse them? ;)

Shiny, Bearer of the Pokystick
2006-06-22, 05:13 PM
*looks up at his own idea* ... I think I like yours more, Shiny. Can we fuse them? ;)

No objections here, assuming you can give me a good way to fuse the two.

Yuki Akuma
2006-06-22, 05:15 PM
Hmm...

While 'trapped' in the dark imagination plane, the kids are still in the real world, and are at some level aware of it. Also, they could return fully to the real world at regular intevals (say, Bed Time or School Time, or whatever), but of course get sucked back into the imaginary world when they give their imaginations half a chance.

You could also have the kids running on some sort of autopilot while they 'play', suddenly coming out of it and finding that they've been living life normally all the time they were fighting those trolls.

Characters could, for example, find 'equipment' in their houses and then go into the imagination world. Or even bring equipment from the imagination world into the real one, which I think would be totally awesome...

Argent
2006-06-22, 05:17 PM
Hmm. Like Leperflesh said, but more along the lines if someone is "killed" during adventuring, they are kicked out of the fantasy world for some period of time? Then they get "ressurrected" later on?

And of course, some things are truly dangerous...
Or take a page out of the (really old) "Toon" RPG -- when a character's reduced to zero health/HP/whatever, they "fall down", which means they're out of the game for two real-world minutes, at which time they reappear from off-screen.

Shiny, Bearer of the Pokystick
2006-06-22, 05:20 PM
Hmm...

While 'trapped' in the dark imagination plane, the kids are still in the real world, and are at some level aware of it. Also, they could return fully to the real world at regular intevals (say, Bed Time or School Time, or whatever), but of course get sucked back into the imaginary world when they give their imaginations half a chance.

You could also have the kids running on some sort of autopilot while they 'play', suddenly coming out of it and finding that they've been living life normally all the time they were fighting those trolls.

Characters could, for example, find 'equipment' in their houses and then go into the imagination world. Or even bring equipment from the imagination world into the real one, which I think would be totally awesome...
That sounds about right, actually; I don't see anything there I wouldn't like to play.

However, I have an alternate idea to that "autopilot". Perhaps the child's imagination is an entirely sentient and seperate entity, and while the child is adventuring in the world the imagination would usually inhabit, the imagination inhabits their body and lives their life for them- sometimes as they would, sometimes not.
The reason the kids get sucked into the imagination world is that the Imagination, the entity, wants to take on a physical form, and is thus pushing them into its realm so it can utilize their bodies for as long as it likes- not that the kids usually mind.

Yuki Akuma
2006-06-22, 05:22 PM
I like that idea, Shiny. ;D

Are Imaginations 'evil'? Or are they just bored?

Would it be possible to work out some sort of system for when the kids die? Say, usually nothing bad happens to them, and they just snap out of it. Sometimes, however, their real bodies fall into a coma... or, even rarer, they actually die.

That would be kinda cool, a kid dying in real life and then one of his buddies casting Raise Dead in the imaginative world...

Shiny, Bearer of the Pokystick
2006-06-22, 05:26 PM
I like that idea, Shiny. ;D

Are Imaginations 'evil'? Or are they just bored?

Would it be possible to work out some sort of system for when the kids die? Say, usually nothing bad happens to them, and they just snap out of it. Sometimes, however, their real bodies fall into a coma... or, even rarer, they actually die.

That would be kinda cool, a kid dying in real life and then one of his buddies casting Raise Dead in the imaginative world...

I'd say an evil person's imagination is evil, a neutral person's imagination is probably bored, and a good person's imagination is curious.

And yes, not only is that possible, it's a good idea. Remember that for later.

Yuki Akuma
2006-06-22, 05:35 PM
Maybe there should be times and places in the 'real' world where the lines between real life and imagination start to blur... this would obviously happen in dark bedrooms, which would be where zombears and monsters under the bed would come from.

Shiny, Bearer of the Pokystick
2006-06-22, 05:46 PM
Maybe there should be times and places in the 'real' world where the lines between real life and imagination start to blur... this would obviously happen in dark bedrooms, which would be where zombears and monsters under the bed would come from.

Similar to manifest zones in Eberron, yes;
And we could use some variation of the possession rules from the same setting for when the Imagination takes control of the body.

Shiny, Bearer of the Pokystick
2006-06-22, 05:49 PM
Panlid champion inspired me...I had no choice:
http://img487.imageshack.us/img487/2560/panlidchampion7jl.png

I just now noticed this- thanks much, it's awesome.

Yuki Akuma
2006-06-22, 05:50 PM
I don't have Eberron... Care to enlighten me?

(I'm posting in this thread a lot. Post count +1!)

TinSoldier
2006-06-22, 05:55 PM
I dunno, should the imagination be a separate entity or should there be a single entity like the Sandman or something?

I still see the PCs as single individuals who get so wrapped up in their imaginary world that sometimes it seems pretty real. Real to them, anyway.

Thinking about character death, I remembered stuff like:

"Bang Bang! You're dead!"
"Am not!"
"Are too! I shot you first!"
"Did not! You missed!"
"No, I got you! Now you have to lay there and pretend that you're dead!"
etc.

Another thought was that the character would just wake up in his bed the next day.

I'm still thinking it should be some kind of a time-out. And there should be do-overs.

Only the BBEG and maybe certain monsters like Creature Under The Bed are really dangerous.

Oh, and there should be clowns. SCARY, EVIL clowns.

Yuki Akuma
2006-06-22, 06:05 PM
Hm... I think Shiny and I were going for something a little bit darker. Naturally, at times there would be stuff like that, when they're fighting another kid. But when fighting a monster from the imagination world it won't happen like that, even if it isn't actually dangerous, per se.

Don Beegles
2006-06-22, 06:13 PM
I just want to say I've been reading this since yesterday, as is evidenced by the fact tha tI have teh second post, and I want to say that I'm terrified to go away for the weekend because by the time I get back there'll be like three threads worth of squidgy widgy adowable (and so so adowable) stuff I have to read.

Keep up the good work.

Shiny, Bearer of the Pokystick
2006-06-22, 06:26 PM
I just want to say I've been reading this since yesterday, as is evidenced by the fact tha tI have teh second post, and I want to say that I'm terrified to go away for the weekend because by the time I get back there'll be like three threads worth of squidgy widgy adowable (and so so adowable) stuff I have to read.

Keep up the good work.
Awwww, stop, I'm blushin'.

As to the death debate;
I'd say that I am going for something a little more serious than 'bang bang, you're dead'.
The idea of a massive universal force/being of imagination is a good one, but I prefer individual imaginations, myself.

I'd say that this is how dying might work:
Certain very rare, BBEG type creatures deal damage that effects the child's real body. If they are killed by such a creature, they really die.
Most of the time, most creatures in the imaginal world deal damage to their imaginal body. If they are dealt enough damage to drop them to -10, their imaginal body ceases to exist and they are temporarily catapulted back into the real world; but while their imagination is quiescent and functionally 'dead', they are without a part of their soul and thus very vulnerable to certain forms of attack. To relieve this condition, their imaginal form must be brought back to life.
If an imaginal-plane creature somehow gains physical form, or had it to begin with, it will strike against their imaginal body nonetheless; their physical form is likely to be 'somewhere else'.
While their imaginal body exists (that is, for the purposes of the campaign, while they're alive), their physical body is shunted into a sort of limbo- a half-existence wherein they live life soullessly and unimaginatively. It's likely that from the perspective of the world at large, time spent in the imaginal world is highly accelerated; while you might spend years adventuring in an imaginal body, only hours or days would have passed when you returned to your physical form.
It's not exactly a dream, however. Your imaginal body is formed from the image of your physical body, and therefore affects it. A small percentage of the time, imaginal death results in coma or another adverse effect, such as a curse or magical disease. Even more rarely, dream-death results in death of the brain and thus of the body.
There are do-overs, in the sense that the character naturally regenerates damage to their imaginal body in the real world by dreaming; 2hp for each night of sucessful dream sleep. Once their imaginal body is brought back to 1hp or more in this way, they can naturally begin adventuring again, but until then, they're timed out of the game.

Yuki Akuma
2006-06-22, 06:39 PM
I like "imaginal". I'm not sure whether you just don't know the proper word or if it was intentional, though. If it wasn't, we should keep it.

"Imaginal Plane". I like it.

Shiny, Bearer of the Pokystick
2006-06-22, 07:03 PM
I like "imaginal". I'm not sure whether you just don't know the proper word or if it was intentional, though. If it wasn't, we should keep it.

"Imaginal Plane". I like it.

Imag·i·nal
Pronunciation: im-'aj-n-l
Function: adjective
: of or relating to imagination, images, or imagery.

And also:
Of, relating to, or having the form of an insect imago.

The Imago is the last stage of development in insects, after chrysalis, larva, etc.

I like the double meaning.

belboz
2006-06-22, 07:04 PM
Wow, there's some great stuff on this thread!

I think the issue of real danger and suchlike comes down to an essentially conflicting vision: Is the point of this campaign to be adorable, or is it to be like a small child's imagination?

Because the things in a small child's imagination are not always adorable, not at all. The world is often a scary place for kids, particularly little kids. Their imagination is as full of monsters that want to eat them as it is of talking puppies.

That's why it's usually, for example, a bad idea to take them to scary movies. It's not that they've never thought of anything like that before and that the shock will be too much for them; it's that they're already primed to imagine things like that, and seeing them can turn them into obsessions.

(This is also, I think, why slightly older kids tend to love dark stuff, like Roald Dahl and Lemony Snicket. Once they've gotten to the point where they can convert small doses of harmless fear into an adrenalin rush, poking into those areas of their mind becomes fun.)

Yuki Akuma
2006-06-22, 07:09 PM
I think it started as being adorable, then morphed into being like a child's imagination.

On the surface, the game should be rather cute and sweet, and get darker the more it goes on. At least, that's my opinion...

Shiny, Bearer of the Pokystick
2006-06-22, 07:40 PM
I think it started as being adorable, then morphed into being like a child's imagination.

On the surface, the game should be rather cute and sweet, and get darker the more it goes on. At least, that's my opinion...

Personally, I'm going for a happy medium.
Since the D&D system revolves around combat, it's reasonable to inject some amount of 'danger' and darkness.

To that end, I'm trying to work in the influence of victorian low and high fantasy; fairy rings, rat-catchers, the supernatural around every corner.
As well as 'modern fantasy' elements, like Neverwhere or Mirrormask (Yes, I like neil gaiman); rat-catchers again, sewer-children, the power of the imagination to create both wonderful, and terrible things.
I think recognizing that a child's imagination can produce terror, but seeing that terror for what it is, terrible from a child's perspective, not exciting or fun, is what could make the game really good.
And the equal capacity of a child's mind to produce, free-form, beautiful, beautiful things should also create a marvelous tension; what's more powerful in a child's mind, darkness or light? Terror or joy? Play, or fear?

Having that dramatic tension, that happy medium, is what interests me.

Necomancer
2006-06-22, 07:49 PM
There needs to be a race of good clowns, evil clowns and monsters.

Maby monsters have a -2 to every mental stat and +4 to str with dark vision so they can see in the dark!...Oh wait. Thats orcs...um, also they can be be large to small in size and auras of fear. They should also have a special scare attack.

Zeal
2006-06-22, 08:23 PM
Wow...just wow.

From some of the stuff I've seen on this thread, the C.U.T.E project almost needs its own system.

In the mean time, I present a...

New feat

Sore Loser [General]

Prerequisite
Penetrating whine class feature

Benefit

If a character with this feat is reduced to -1 to -9 hit points while using the whining class feature they automatically stabilize and become disabled instead of dying. Also, as long as they are disabled, characters with this feat do not provoke attacks of opportunity for move equivalent actions. Otherwise, the same conditions as the Diehard feat apply.

chaiyo
2006-06-22, 09:13 PM
You guys should be in the running for the Nobel Peace Prize for Best Campaign Idea Ever. Is it too late to get in on this?

If so, I think the Imaginal Plane is genius. Children in the Imaginal Plane should be able to get levels in psionic classes, since psionics would be easy to fall back on as an excuse that kids can use their imagination to shape the Imaginal Plane.

Also, I think that a new ability is required for this campaign. Fear (or courage). The lower the score, the more fearful the character is of evil creatures, thus giving them more power in the Imaginal Plane. However, if the score is high, most evil imaginal creatures lose their main weapon (fear, of course), based on a Fear/Courage check. Heck, their could even be a Fear saving throw, completely independent of the Will Save, considering that fear affects kids body (Imaginal body, anyway) and mind on the Imaginal Plane.

Zeful
2006-06-22, 10:49 PM
I've got a couple of feats that are kind of dark,

Aberrant Dreams [General]?
Not everything a child comes up with is cute... Sometimes it's just the opposite...
Prerequisite:* Int 13, Dreams made flesh Class abliity
Benifit:Any creatures summond through the Dreams made flesh ability is an Aberration. They have a d10 hit die, a +4 to strength and constitution, and frightening presence. The DC for their frightening presence is HD+1/2 effective dreamer class levels+charisma modifier.
*I was thinking of making Evil a prerequisite but I'm not evil but have thought up some disturbed stuff.

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).

Okay so one feat and one monster ability.

Shiny, Bearer of the Pokystick
2006-06-22, 10:55 PM
Hajih, I took the liberty of adding your feat to the frontpage index. I do hope you won't mind.

Chaiyo, I'm not sure they have nobel prizes for that, but thanks just the same; I'm planning to write up some things about the Imaginal plane as my next thing for the project. And it's never too late to get in on this sort of thing, so chip in anytime.

The idea of fear and courage is interesting; however, rather than an entire new ability, mightn't it work better as a class feature? Perhaps a certain kind of warrior is more resistant to fear?

Zeful, your feat is an interesting twist on the dreamer's abilities; I'd personally make the requirements a bit more stringent, but that's just me.

As to your monster ability- that's as good a way as any to codify the 'bodily harm' ability I was talking about. However, to keep it rare and frightening, I'd remove it from the Aberrant Dreams feat; if the characters can summon monsters with the ability, it doesn't feel as out-of-place and frightening.

Zeful
2006-06-22, 11:10 PM
That's a good point I'll modify the post.

I would have more prerequisites for Abberant Dreams but couldn't think of any besides Evil. Maybe some kind of Demented template or something.

Shiny, Bearer of the Pokystick
2006-06-22, 11:13 PM
That's a good point I'll modify the post.

I would have more prerequisites for Abberant Dreams but couldn't think of any besides Evil. Maybe some kind of Demented template or something.

I'd say that evil is a pretty good prequisite for bringing monstrosities into the world; go ahead and slap that on if you like. You could raise the Int requirement, or state that anyone taking the feat must have previously encountered an evil outsider or aberration if you want to be really weird.

TinSoldier
2006-06-22, 11:30 PM
I linked this thread on another board (much less activity on it, though) because I found it so good.

I'm looking forward to seeing a complete campaign... But we have a long way to go.

Zeal
2006-06-22, 11:58 PM
Quick Idea: If the C.U.T.E Pantheon is 'Mom and Dad', perhaps the Cleric class could be called the Tattler?

Behold_the_Void
2006-06-23, 12:23 AM
I've been observing this since it started and I must say I'm very impressed. On the subject of the campaign setting and how dark it is, might I offer up a suggestion.

In the D20 Modern game, they offer three different campaign settings in the back, Shadow Chasers, Agents of Psi, and Urban Arcana. I suggest something like this can be done here too. Since there are differing ideas on how to make the campaign setting, why not offer several different options? Not only does it work for a good compromise (certain people work on the setting most appealing to them), it also gives those who might wish to play this setting a chance to pick that which most appeals to them.

TinSoldier
2006-06-23, 12:35 AM
Quick Idea: If the C.U.T.E Pantheon is 'Mom and Dad', perhaps the Cleric class could be called the Tattler?Shouldn't the Tattler be a paladin variant?

Spuddly
2006-06-23, 01:11 AM
This is incrediblesome.
I can't wait to play in a campaign!

Enchanted Jellybeans
This small sack appears normal and empty. However, anyone reaching into the bag feels a small, smooth jellybean. If the jellybean is removed and consumed, a Pet appears in the arms of the user. The Pet serves the character who summoned it from the bag for 10 minutes (or until slain or ordered back into the bag), at which point it disappears. It can follow any of the commands described in the Here Doggy! skill.

Pets:
These include such animals as frogs, harmless snakes, crickets, kittens, puppies or goldfish. Pets typically do not harm children and will may even aid them in a time of need. Children may form special bonds with their pets, such as the
Storybook Hero and his Boy's Best Friend*.

Here Doggy! skill:
As Handle Animal skill, +2 bonus when used on a Pet.


*Boy's Best Friend
I'm thinking a dog that is similar to the Paladin's mount, but cuter.

Yuki Akuma
2006-06-23, 04:54 AM
I'm thinking I should give the animal lover Here Doggy! as a class skill...

Shiny, Bearer of the Pokystick
2006-06-23, 09:18 AM
I've been observing this since it started and I must say I'm very impressed. On the subject of the campaign setting and how dark it is, might I offer up a suggestion.

In the D20 Modern game, they offer three different campaign settings in the back, Shadow Chasers, Agents of Psi, and Urban Arcana. I suggest something like this can be done here too. Since there are differing ideas on how to make the campaign setting, why not offer several different options? Not only does it work for a good compromise (certain people work on the setting most appealing to them), it also gives those who might wish to play this setting a chance to pick that which most appeals to them.
You people keep getting ahead of me here. ;)

I actually had a similar idea, stay tuned.

Yuki, you should indeed- Spuddly, good items and a nice skill.

Yuki Akuma
2006-06-23, 09:24 AM
BEFRIEND PET [General]
You can use your skill with animals to make one your pet.
Prerequisites: Here Doggy! 6 ranks, ability to cast Animal Friend as a divine spell
Benefit: You can train an animal to give it the Pet template. The animal to be trained must have an attitude of friendly or helpful and must have HD less than your character level.
To train an animal to be your pet, you must spend a number of weeks equal to twice its Hit Dice (minimum of one week). Each week you must succeed on a Here Doggy! check with a DC of 10+the animal's HD+the animal's Charisma modifier. Failure to succeed means that week is wasted, although you can try again next week.
If you fail three times in a row you must start again.
Special: If you are training an animal with an attitude of helpful you recieve a +2 bonus on Here Doggy! checks to train it to become your pet.

I'll post a Pet template when we go back to doing monsters...


Basically, Pet would be an aquired template and would give the animal the benefits Spuddly described above. They HAVE to have an ability called Unwavering Loyalty or some such. They MUST.

Zaggab
2006-06-23, 09:36 AM
Sacred Vow (exalted)
Prerequisites: None
Benefit: You have made a deal with a deity (usually Mom or Dad). If you do what they tell you to do, you gain either candy worth 1d8 gp per CR of the task. You can also choose to gain cash or toys worth 1d4 gp per CR of the task.
If you do something naughty and the deity in question knows it is you, you lose the benefit of these feat for a period between one day and one month, depending on how serious the deed is. During this time, you must do everything your deity tells you to do. Otherwise, this feat is not regained.
Normal: If you are lucky, you can get a small reward when serving Mom or Dad

Or something.
Perhaps changing the name and the (exalted). Perhaps someone can come up with a replacement for the exalted feat descriptor?

Yuki Akuma
2006-06-23, 09:55 AM
I think you should probably change the name of the feat. Otherwise, I kinda like it... It would be very useful for a Panlid Champion, at least, to get all those free toys he can take apart and Purpose. ;D

Eukrin
2006-06-23, 09:57 AM
Eh, here's my first shot at making an enemy, if anything seems unbalanced let me know. Overall this monster is intended to be more of an "Really Annoying" type, and might make a good early boss/late game aggravation.

It may be possible to give them class levels or something, adding a Stereo, Video Game System, Cable, or Satellite upgrades... aheh. ;D



Enemy:
Television Entertainment System

Generally considered a force of good by most children, the Television is in truth one of the most vile weapons used against youngsters by parents who have better things to do.

Televisions attempt to entrance and/or otherwise hypnotise all children within range, gradually reducing their victims' INT, CHA, and/or WIS over extended periods of time. It often neglects to physically attack in favor of its hypnotic weapon, as its goal is to have mindless couch potato worshippers rather than dead would-be heroes.

The Television's weak points are its power cable, buttons, and the glass panel which protects its glowing "eye." Its greatest weakness is also its greatest treasure, the Remote Control, one of which is always hidden somewhere within the same room as the Television Set.

This is one case where stealing the monster's treasure can be accomplished prior to defeating it. However, in many cases it is simpler to defeat the Television before seeking out the Remote Control; children are especially susceptible to the hypnotic patterns on its screen, and threatening the location of the Remote Control prompts its attacks.

These days, most Televisions come by default with DVD players and a collection of movies. Televisions equipped with VCRs or Betamax players are extremely rare and in many places are considered protected species.

Size/Type: Medium Construct
Hit Dice: 1d10+20
Speed: 0 (stationary)
Armor Class: +7
Attack: Shoot DVD +1 ranged
Space/Reach: 3 feet
Special Attacks: Cartoon, Commericial
Special Ability: Gaze Attack with an effect similar to Hypnotism, the effectiveness of which is dependant on which Special Attack is in use.
Saves: Fort +3, Ref +0, Will -4
Abilities: Str 5, Dex 5, Con 0, Int 2, Wis 3, Cha 3
Skills: n/a
Feats: n/a
Environment: Living rooms, bedrooms, stores, family-sized automobiles
Organization: Solitary (1), Electronics Department (3-15)
Challenge Rating: 3
Treasure: Remote Control
Alignment: Lawful Neutral

Cartoon:
Duration: 1d4 +4
Effect: +5 effectiveness to Hypnotic Gaze attack. For each 10 total turns within a day that a character is successfully Hypnotized by a TV, that character suffers a tempoary loss of -1 to their Wis, Int, or Cha stat (selected at random) until the end of the day or a restorative is used.

Commericial:
Duration: 1d4+2
Effect: Essentailly a pause in the Cartoon, for the duration of Commericial all Hypnotized victims tempoarily regain their senses and ability to act, but are Dazzled for one round. The TV may use Shoot DVDs during Commericials.

Shoot DVD:
Range: 20 feet
Damage: 1d10+1
Generally only used in the last defense of its treasure, the Remote Control, which automatically defeats the TV if located.

--------------------

Remote Control

Er. Not too sure on this, but I'm thinking some sort of combination Rod/Wand.

Mephibosheth
2006-06-23, 09:58 AM
I really like all the debate that's been going on on the last couple pages, and Sacred Vow is great! The idea of using Mom and Dad as deities was a stroke of genius. I was going to suggest them as NPC classes (and possibly BBEG's), but this is much better.

I also like the death/imaginal plane/etc debate has been proceeding. I like the idea of having the actions a character takes in the imaginal plane having a physical effect on the characters real-life body, but I think a coma is a little extreme. I just don't know how to represent it...

I also think we need to be really careful how we characterize the imaginal plane (if that's the idea we end up going with), because it could very easily make all the content we've written up completely worthless. I remember when I was a kid, I played pretend all the time (I was very much a Storybook Hero) with my cousins and siblings and friends. We always pretended to have real equipment and that we were fighting real monsters, not puppy swarms or zombie teddy bears. We even went so far as to imagine ourselves at completely different ages and identities. My worry is that if we divorce the real world from the imaginal plane too much, we may as well just scrap all this cool "adowable" stuff and just play a standard D&D game, occasionally skipping back to the real world to role play some childish interaction. I mean, when you're pretending, that stick you carry isn't really a stick, it's actually a sword (as in, made of metal, really sharp, probably magical, and definitely capable of seperating heads from shoulders).

I think that our imaginal plane should co-exist with the real world plane and intermingle with it in such a way that adults can have definite effects on the imaginal plane without actually entering it. It should be almost identical to the real world, but with slight twists (thus allowing the stuffed animals to come to life and creating an environment in which kids can go adventuring).

Finally, on the death debate, I think that the nature of damage on the imaginal plane should depend on the creature. I think we should divide all creatures up into two categories: the Real and the Quasi-Real (or some sexier names that mean around the same thing). Real creatures include things like puppy swarms and fire puppies and other kids (i.e. things that actually exist on both planes). Quasi-Real creatures would be things like stuffed animals, zombears, and other creatures that do not exist in the real world. Real creatures would deal lethal damage (if they have the capacity to do so) and Quasi-Real creatures would deal subdual damage. Thus, if a character is reduced to 0 HP by a Quasi-Real creature, he/she is unconscious (i.e. unable to function on the imaginal plane) and his/her comrades need to take steps to resuscitate him/her (resting, healing, etc). I think that this system would be a simple one to apply and is somewhat accurate in mirroring real-life pretend games.

Those are my thoughts. If I'm way off base, I apologize.

Mephibosheth

Eukrin
2006-06-23, 10:10 AM
Mephibosheth, actually, that makes sense.

Though I think if you've got enough little girls and young kids in the group, sure, they're going to be doing real things but they're definitely going to impose a certain level of "cute" on things.

I remember once insisting, playing Pretend with friends of mine, that when our "ship" sank, we would be rescued by a magical rainbow-colored "pegasus-unicorn" and some of the boys in our party decided to drown instead of being saved by something so girly. So I told them that if they were nice, they might ask the Pegasus-Unicorn's dragon friend for help.

... they went with that. No kid wants to do a valiant self-sacrifice scene. They'da gone with the Pegasus-Unicorn in the end but this saved their egos.

Yuki Akuma
2006-06-23, 10:17 AM
My opinion, for what it's worth:

The Imaginal plane should be highly mutable. After all, when you're playing pretend, sometimes your house is your house... But sometimes it's also a volcano.

Other places should have a more fixed reality. No kid knows what's in the big dark forest out back, for instance, so it's very unlikely that the Imaginal version would be anything like its real version.

Shiny, Bearer of the Pokystick
2006-06-23, 10:17 AM
Just a few things:

Character Death:
What happens when your character drops to -10 or fewer hit points depends on the nature of your character. Player characters all belong to one of the following types.

Dreamborn: A dreamborn character is native to the plane of imagination. Their physical form simply doesn't exist. When such a character dies on the imaginal plane, they die completely, beyond the reach of all but the most powerful magic. However, attacks that target or are intended only for the physical body have reduced effects on Dreamborn characters.

Dreambred: A dreambred character was born in the 'real world' but lost their self in the imaginal plane early on in life. Such a character's physical body is likely scattered across the planes or otherwise shunted to the side. If the imaginary body of such a character is destroyed, their physical body reforms itself over the course of 2d6 days, at the end of which time they resume a corporeal existence; once this happens, they can attempt to re-enter the imaginal plane (a difficult task at best). If they do manage to return, they return completely, as a shadelost character.

Sleepwalker: A sleepwalker still possesses a physical body, somewhere. This body is in a state of gentle, empty repose while they wander the imaginal plane, and when their imaginary body sleeps, they return to it and live out their lives, though they have no memory on the plane of imagination of their corporeal actions. Given the relative rate of timeflow across the two planes, the time they spend adventuring is likely to manifest only as periodic-indeed, frequent- lapses of attention in the real world. A sleepwalker can be forced to return, either permanently or temporarily, to their physical form by certain powerful kinds of magic. If such a character is killed on the imaginal plane, they return immediately to their physical body with no memory of their previous adventures. Attacks which target the physical body of an imaginal adventurer can affect sleepwalkers.

Mindlost: A mindlost character has a physical body, but has lost control of it to an extraplanar entity- often, though not always, a manifestation of their own imagination. Attacks that effect their imaginal body effect, in essence, the only body they have, while attacks on their physical body effect the body their imagination inhabits. In such a case, the imagination or the mindlost adventurer can attempt to switch bodies; if both are willing, this happens automatically, if only one is, use the rules for resisting possession. If such a character's imaginal body is killed, it attempts to regain its physical body from the imagination inhabiting it. If sucessful, the character regains corporeal existence and retains only vague, hazy memories of their imagined adventures. If a character's physical body is killed, their imagination attempts to take control of the imaginal body- if sucessful, the character himself is forever lost. A mindlost character can be banished back to their physical body, but the success rate for doing so is only 50%.

Shadelost: Shadelost characters were born and bred in the physical world, but entered the plane of imagination bodily, and are now incapable of leaving it. They cannot be banished back to their physical bodies; their physical bodies actually inhabit the imaginal plane. Alone among adventurers there, they have only one existence. If such a character's united body is killed, they die completely, beyond the reach of all but the most powerful magic. Attacks intended for either imaginal or bodily targets effect them normally. As a fateful compensation for the danger such characters face, they have a greater knowledge of the plane of imagination. Such a character is considered to have ranks in knowledge (plane of imagination) equal to their ranks in imagine. Knowledge (plane of imagination) checks can reveal useful information about almost anything on the plane, DCs being the same as bardic knowledge checks.

The player chooses their character's type from the above list at character creation; it cannot thereafter be changed except as noted above.

Mephibosheth, I think you may have a point there; I might have to reconsider things in light of those ideas.

I like real and quasi-real creatures.

EDIT: Actually, if we're going to roleplay the 'adowable' stuff we've come up with, doesn't it make more sense to have the Imaginal plane be a slightly more surreal, dreamlike world that intersects with, but is seperate from, the real world- but doesn't actually allow (outside of potential class abilities) children to take new forms?

In order to have a stick be a stick, rather than a sword, and thus in order to avoid just playing D&D, when you enter the imaginal plane, you stay yourself- what you have remains what you have. A stick stays a stick and a cookie is a cookie.

However, its properties may change; your stick may be a magical stick in the imaginal plane, while your cookie is a magic one as well.

Yuki Akuma
2006-06-23, 10:22 AM
That's.. kinda confusing, you know. And there should probably be other 'types' of characters.

Although, if we're going with all the characters being human, these could also double as 'races', I suppose...

Shiny, Bearer of the Pokystick
2006-06-23, 10:28 AM
That's.. kinda confusing, you know. And there should probably be other 'types' of characters.

Although, if we're going with all the characters being human, these could also double as 'races', I suppose...
Which part was confusing, and what other types would you suggest?

Also, to clarify what I'm thinking for the imaginal plane; the appearence of the world changes, and the properties of you and your equipment change while their appearence stays the same.

Example: A panlid champion with pillow armor, a stick, and a cabinet-door shield enters the imaginal plane via a closet. The closet becomes a functionally limitless space, shadowy, ominous, and filled with monsters as well as other children, some of whom are other real children entering other closets, some of whom are imaginary dwellers.
The champion's door stays a door, but it protects him as if it were a shield, and he has special abilities as long as they are within the imaginal plane.

Eukrin
2006-06-23, 10:29 AM
Hm.

Perhaps instead, the character's race determines what "Type" it can have?

If someone enters the Imaginal Plane as Shadelost, then they're almost certainly going to be 100% human, but if someone is Dreamborn, they could be a Carebear or anything imagination can make them.

The others could exhibit a sort of range between the two extremes.

Shiny, Bearer of the Pokystick
2006-06-23, 10:31 AM
Hm.

Perhaps instead, the character's race determines what "Type" it can have?

If someone enters the Imaginal Plane as Shadelost, then they're almost certainly going to be 100% human, but if someone is Dreamborn, they could be a Carebear or anything imagination can make them.

The others could exhibit a sort of range between the two extremes.
That's an interesting idea, actually.

Also, another, more obvious example:
The imaginal plane functions somewhat like the Plane of Shadow (the characters themselves are unchanged while the world becomes a warped reflection of itself).

Yuki Akuma
2006-06-23, 10:38 AM
Maybe we should give the Imaginal Plane different layers.

Say, one layer interacts directly with the 'real' world, and is the easiest to cross over into. In fact, people do it all the time, but because it looks so similar to the real world, they don't notice.

Then there are the other layers. The ones that you can access from inside a closet, or inside the big dark forest, or whatever...

Eukrin
2006-06-23, 10:41 AM
Maybe we should give the Imaginal Plane different layers.

Say, one layer interacts directly with the 'real' world, and is the easiest to cross over into. In fact, people do it all the time, but because it looks so similar to the real world, they don't notice.

Then there are the other layers. The ones that you can access from inside a closet, or inside the big dark forest, or whatever...Now that's sneaky. I can see characters moving perpetually "inward," deeper into the Imaginal Plane, the further they go, the more easily reality is skewed by the power of imagination...

Whee. So on the outer levels, things are things and have their normal thingly attributes, but toward the middle they take on attributes that children assign to things, personification to the Nth degree. Whee.

Mephibosheth
2006-06-23, 10:41 AM
I keep coming back to the fact that we've created all these cute monsters and classes that don't really fit in the kind of world where people's souls are lost on the imaginal plane. Puppy swarms and kittens are only viable enemies if the imaginal plane is almost exactly like the real world, but with some weird tweaks (allowing things like fire puppies and fiendish kitten swarms). I imagine a world where puppy swarms exist and cookies replace potions as being similar to an episode of Rugrats, where the real world is twisted by the imaginations of the kids. Maybe I'm way off the bat on my conceptions about this world, but this is how I see these things meshing together the best.

Again, we need to be careful that we're not making this world just like any other D&D world, but with kids. Again, if the concensus is that we want this darker and less "adowable," by all means disregard these comments.

Edit: I really like the idea of nested planes. This gives us the versatility to run any game we want and to use whatever creatures we want. It could just get more "D&D-like" the farther you go into the imaginal plane. I say that's the best solution we have so far, so let's go with that.

Mephibosheth

Shiny, Bearer of the Pokystick
2006-06-23, 10:42 AM
Maybe we should give the Imaginal Plane different layers.

Say, one layer interacts directly with the 'real' world, and is the easiest to cross over into. In fact, people do it all the time, but because it looks so similar to the real world, they don't notice.

Then there are the other planes. The ones that you can access from inside a closet, or inside the big dark forest, or whatever...
Hmm...possibly.
I was going more with the idea of 'manifest zones' in the real world that intersect the imaginal plane.

These would be areas of the real world- fairy rings, dark bedrooms, closets, basements, some forests, the creek, etc.- that bleed over into the imaginary world. While in these areas, certain aspects of the imaginary world can manifest- pretending is more effective there, and monsters under the bed might be real.
At certain times, or for certain people, these manifest zones actually act as perpetually open gates where things and people from the real world cross over to imagination- and vice versa.
It's not quite 'layers' since it keeps the plane unified, but it's sort of like what you're saying. *blusha* ^^;;
I'd say the 'other planes' you're talking about would work better as areas of the imaginal plane, since I'm all about unity of purpose/design. But that's me.

And you still haven't told me what was confusing about my death system?

Yuki Akuma
2006-06-23, 10:45 AM
I just don't think you explained the types very well.

And I still say we should use them sort of like races. Giving ability score penalties and bonuses, at least, so you can play a human but still get the benefit of playing something that isn't so cookie-cutter...

Shiny, Bearer of the Pokystick
2006-06-23, 10:45 AM
I keep coming back to the fact that we've created all these cute monsters and classes that don't really fit in the kind of world where people's souls are lost on the imaginal plane. Puppy swarms and kittens are only viable enemies if the imaginal plane is almost exactly like the real world, but with some weird tweaks (allowing things like fire puppies and fiendish kitten swarms). I imagine a world where puppy swarms exist and cookies replace potions as being similar to an episode of Rugrats, where the real world is twisted by the imaginations of the kids. Maybe I'm way off the bat on my conceptions about this world, but this is how I see these things meshing together the best.

Again, we need to be careful that we're not making this world just like any other D&D world, but with kids. Again, if the concensus is that we want this darker and less "adowable," by all means disregard these comments.

Mephibosheth
I'd like a world that can support either "kids in a D&D type world" and "the real world skewed by kid's imaginations" adventure. They're both good ideas.

I'd say that the most adorable monsters and concepts should be primarily present in 'manifest zones', as I've described above- and manifest zones can be extremely common wherever children are.

The slightly darker, more serious concepts can belong to our deeper-in 'alternate world'.

Mephibosheth
2006-06-23, 10:47 AM
Shiny:

My main problem with your death system is that a lot of times it doesn't ground the characters in the real world, meaning that a lot of the cute tweaks we've made would just become normal. It's only cute to eat a cookie instead of drink a potion if a cookie has some meaning outside of the imaginal plane. With your system, characters are trapped on the planes or native to them, making their real world existance irrelevant or non-existant. I think that, however we do this, the only way it will work is if every character is thoroughly grounded in the real world. That way, pantheons including Mom and Dad and The Mailman (which, by the way, was a great idea) make sense. Otherwise, there's no real conceptual difference between Obad Hai and Dad. Also, I agree with Yuki that some more detailed explanations of the various possible "types" would be nice. I don't quite get it.

Edit: I'm not familiar with the Manifest Zones idea. Could you post or PM me a brief explanation?

Mephibosheth

Shiny, Bearer of the Pokystick
2006-06-23, 10:50 AM
I just don't think you explained the types very well.

And I still say we should use them sort of like races. Giving ability score penalties and bonuses, at least, so you can play a human but still get the benefit of playing something that isn't so cookie-cutter...
I'm just trying to codify/resolve the death debate. x_x; Sorry I did such a bad job...it's all based around the relative levels of imaginary versus real existence for the character.

Also, I'm considered three different settings:
One in the present day, that's a little more lighthearted and whimsical, another in, say, 1950s anywhere U.S.A., with the kind of whiz-bang sensibility, that's somewhat more serious but not by much- think "The Sandlot" or maybe "Bridge to Teribithia" crossed with that. The third would be the slightly darker setting actually placed deep in the Imaginal Plane,and is based on victorian-era street urchins; they slip through the cracks of society and escape their reality by escaping reality entirely.

Mephibosheth
2006-06-23, 10:52 AM
I like it, Shiny. It meshes well with the nested layers of the imaginal plane, and could resolve all these tone-related issues.

Mephibosheth

Yuki Akuma
2006-06-23, 10:53 AM
I don't like the idea of playing pre-information age children. I can never get it right...

Shiny, Bearer of the Pokystick
2006-06-23, 10:54 AM
Shiny:

My main problem with your death system is that a lot of times it doesn't ground the characters in the real world, meaning that a lot of the cute tweaks we've made would just become normal. It's only cute to eat a cookie instead of drink a potion if a cookie has some meaning outside of the imaginal plane. With your system, characters are trapped on the planes or native to them, making their real world existance irrelevant or non-existant. I think that, however we do this, the only way it will work is if every character is thoroughly grounded in the real world. That way, pantheons including Mom and Dad and The Mailman (which, by the way, was a great idea) make sense. Otherwise, there's no real conceptual difference between Obad Hai and Dad. Also, I agree with Yuki that some more detailed explanations of the various possible "types" would be nice. I don't quite get it.

Edit: I'm not familiar with the Manifest Zones idea. Could you post or PM me a brief explanation?

Mephibosheth
Hmmmmmmmmmm....well, it goes against my grain, but you are indeed correct, as far as it goes. I think for project C.U.T.E, we need to stick with reality. Scrap the death system for the time being; just have them go unconcious at -10 and 'stop playing' or 'play dead', at which point their friends have to revive them, which could be done with normal healing, maybe.

For all the darker stuff, I might go back and make another setting based on the victorian-era idea.

Anyways, as to manifest zones: In essence, they're areas of the material plane that are 'close' to the other planes, and thus allow some overlap or bleed-over. For instance, volcanos are 'close' to the plane of fire....that's about as good an explanation as I can give...

Yuki Akuma
2006-06-23, 10:57 AM
Awww. I wanted to play dark stuff with cute modern-age kids. :(

Eukrin
2006-06-23, 10:58 AM
Hmm. Perhaps qualities and such of different Manifest Zones would work out, and a child can make a place become Imaginal Manifest simply by having no adults present.

That may explain how the Monster under the Bed functions; it's not so much it enters the physical world, but the child, through their imagination, enters the Imaginal Plane deeply enough to become susceptible.

As a child ages into preadolescence, their ability to slip between the Real world and the Imaginal becomes handicapped, whereas younger children are in and out of it all the time, with little ability to distinguish between the two, even when they're really deep into Imaginal.

Some places, obviously, are predisposed "portal" types, but unless a child's on the deepest levels, they can pop between Real and Imaginal almost at will, or at least be aware of themselves inhabiting both places at once.

It could be that the different Types Shiny outlined above just determine how much a character is "Lost" to the imaginal world. Dreamborn could be the abandoned imaginations of people who, in Reality, are too old to be playing Make-Believe, and left to their own devices the imaginations have become a lot more than they originally were. ((I can see a kid encountering their parents' character, still running around with a stick sword, bashing Imaginary Monsters, and not realizing it... talk about Obvious Drama))

They still have memories of being a real child and they still have all of the grounding in reality, but as time passes they are less bound by the rules, operating instead on their "Faith" in the imaginary. For example, they still may worship Mom and Dad, and still may gain benefits from them, but the responses follow a sort of pre-established pattern that the child remembers, rather than being based on Parental Whim.

Shiny, Bearer of the Pokystick
2006-06-23, 11:00 AM
I like it, Shiny. It meshes well with the nested layers of the imaginal plane, and could resolve all these tone-related issues.

Mephibosheth
*sigh of relief*
Oh, good then. Though it does mean more work to create three somewhat-seperate settings, I don't mind- I get to vary the tone and do both "Kids at Play" and "Kids in Trouble"- fun and drama, whoo!

I'd reccomend reading 'Bridge to Teribithia', 'The Phoenix and The Carpet', 'The Little Lame Prince', 'The Lion, The Witch, and The Wardrobe', etc., to get a feel for what childhood was like pre-information age (though that first one was more post- it's just a tone thing). Oh, and maybe 'tuck everlasting' a little.

EDIT: Eukrin, I really like that idea, actually, especially the abandoned imaginations part. Anybody else want to comment on it?

EDIT AGAIN: Well, Yuki, since we're setting up a system, you can essentially find a DM or do it yourself and play that, if you like.

Yuki Akuma
2006-06-23, 11:03 AM
Did I ever tell you how much I like Eukrin?

Er, like her ideas, I mean. Yeah. <.<;

Eukrin
2006-06-23, 11:06 AM
Also, I'm considered three different settings:
One in the present day, that's a little more lighthearted and whimsical, another in, say, 1950s anywhere U.S.A., with the kind of whiz-bang sensibility, that's somewhat more serious but not by much- think "The Sandlot" or maybe "Bridge to Teribithia" crossed with that. The third would be the slightly darker setting actually placed deep in the Imaginal Plane,and is based on victorian-era street urchins; they slip through the cracks of society and escape their reality by escaping reality entirely.

Why not all three? Who says the Imaginal Plane has to be fixed in time? I think it's been suggested many times that time doesn't work quite the same between Real and Imagine.

Portions of the plane "founded" by successively older generations can become more and more steeped in Imagination and become more and more twisted and skewed, even more so considering that they'd be representations of older realities, foreign to modern children now adventuring in there.

That could be how the depth of the plane works, that the "Deeper" one goes in, the "older" it gets, the more time it's had to become entrenched in the imaginations of those who first imagined it...


Edit: Yuki Akuma: Aww Blush. *pinks*

And now I gotta run off to the library, whee.

Yuki Akuma
2006-06-23, 11:10 AM
I think we could easily make the Imaginal plane work one specific way and just choose a setting and run with it. No matter what time period you're from, the Imaginal plane is going to work the same way.

We can even specify just how 'dark' the game will be just by specifying how 'deep' the characters will get into the imaginary. You could have light-hearted campaigns that just touch on the fringes of the Imaginal, or gothic horror-style campaigns thrust deep into the darkest depths.

Shiny, Bearer of the Pokystick
2006-06-23, 11:12 AM
Why not all three? Who says the Imaginal Plane has to be fixed in time? I think it's been suggested many times that time doesn't work quite the same between Real and Imagine.

Portions of the plane "founded" by successively older generations can become more and more steeped in Imagination and become more and more twisted and skewed, even more so considering that they'd be representations of older realities, foreign to modern children now adventuring in there.

That could be how the depth of the plane works, that the "Deeper" one goes in, the "older" it gets, the more time it's had to become entrenched in the imaginations of those who first imagined it...


Edit: Yuki Akuma: Aww Blush. *pinks*

And now I gotta run off to the library, whee.
Actually, I was planning to have all three exist coterminously/contingously, but usually a campaign would only be set in a given layer of the plane, depending on the desired tone.

But I like your idea better; you could just adventure on the outer layers, but if you like you can also delve deeper. Fun.

I like you. And your ideas. *winketh*

Yuki Akuma
2006-06-23, 11:16 AM
I think we've finally agreed on something. :o

Whoo!

Yes?

Shiny, Bearer of the Pokystick
2006-06-23, 11:17 AM
I think we've finally agreed on something. :o

Whoo!

Yes?
Now, does anybody want to try and write up what, exactly, we've managed to agree on? A description of the layers of the Imaginal Plane, mayhap?

Eukrin, you seem to have the clearest vision for it...go nuts, please. Pretty please. With sugar and smooches. ;D

TinSoldier
2006-06-23, 11:20 AM
Regarding Real World time period -- I think it should be any. If this is a setting then whoever is DMing can choose Information Age/1970s-1980s/1950s-1960s/Victorian/etc.

I, too, like Eukrin's idea...

Yuki Akuma
2006-06-23, 11:24 AM
I shal demonstrate using this mathematical formula.

Let d equal depth in imaginal plane and h equal horror and nastiness.

d > 0=h > 0

That is, as depth approaches infinity, so does horror and nastiness. ;)

Mephibosheth
2006-06-23, 12:25 PM
I have a new base class for your review. Hopefully everyone likes it. It's a Cleric with some more abilities and a Bard's spell progression that focuses on devotion to Parents as a source for divine power.

Mama’s Boy/Girl
All children recognize the power of Parents, but only the Mama’s Boy/Girl is actually able to use the power of the Parents to further his/her own aims. Through a combination of manipulation of the Parents and genuine love and respect for the Parents, a Mama’s Boy/Girl is able to wield substantial divine powers. Their connection to the Parents is intimate enough that the Mama’s Boy/Girl is able to draw off some of their power and use it for their own ends.
Adventures:
Mama’s Boys/Girls adventure for any number of reasons, including desiring to help their friends, mere curiosity, or desire to act out their fantasies. However, they are also often sent on “errands” by the Parents, working to fulfill some greater purpose known only to Mom or Dad.
Characteristics:
Mama’s Boys/Girls abilities stem from their connection to the Parents. Thus, they are constantly reinforcing the influence that the Parents have on the world. They tend to be slightly reverent and stubborn, influenced by the Parents’ viewpoints.
Mama’s Boys/Girls can use the Parents’ power to cast spells and they can call on the Parents directly to fix wounds and defeat enemies.
Alignment:
Mama’s Boys/Girls must be within one alignment step of their Parent. As Parents tend to be lawful, so do Mama’s Boys and Girls.
Religion:
Despite their name, Mama’s Boys/Girls can worship any Parent. Also, any adult, including Teachers, Grandparents, and Babysitters can be targets of a Mama’s Boy’s/Girl’s worship (though in the case or Teacher worship, the class name changes to “Teacher’s Pet”).
Background:
Mama’s Boys/Girls tend to come from stable, healthy homes with strong and involved Parents. A multitude of circumstances can produce Mama’s Boys/Girls, but some strong Adult must be involved.
Races:
Members of any race can become Mama’s Boys/Girls. Their occurrence is slightly more frequent among Dwarves, Halflings, and other races that value the importance of family.
Other Classes:
Mama’s Boys/Girls tend to mistrust Whiners for their rebellious nature and their constant second-guessing of the Parents. However, many Mama’s Boys/Girls harbor whining tendencies themselves and sympathize with the Whiners.
Role:
The skills and powers of the Mama’s Boy/Girl lend themselves to healing and support casting roles. The Mama’s Boy’s/Girl’s spell lists lend themselves to this role, and their ability to call on the Parents for direct aid can be crucial in desperate situations.

Game Rule Information:
Abilities:
Charisma is the single most important ability to a Mama’s Boy/Girl, as it governs their spellcasting and is important for many of their skills. Dexterity is also important, as it provides a much-needed Armor Class bonus to make up for the Mama’s Boy’s/Girl’s limited armor selection.
Alignment:
Any (within one step of the Parent)
Hit Dice: d6

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

Class Skills:
The Mama’s Boy’s/Girl’s class skills are Bluff (cha), Concentration (con), Craft (int), Diplomacy (cha), Heal (wis), Hold It (con), Imagine (wis), Knowledge (religion), Perform (cha), Profession (wis), Sense Motive (wis), Swim (str)
Skills at first level: (2 + int modifier) x4
Skills at subsequent levels: 2 + int modifier

Class Features:

Weapon and Armor Proficiency: Mama’s Boys/Girls are proficient with all simple weapons and Frying Pans. They are proficient with light armor and are not proficient with shields.

Spellcasting: Mama’s Boys/Girls cast spells as Bards, having the same spells-per-day and spells known as a Bard equal to their class level. Spells cast by Mama’s Boys/Girls are divine spells and are drawn from the Cleric spell list.

To learn or cast a spell, a Mama’s Boy/Girl must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Mama’s Boy’s/Girl’s spell is 10 + the spell level + the character’s Charisma modifier.

Upon reaching 5th level, and at every third Mama’s Boy/Girl level after that (8th, 11th, and so on), a Mama’s Boy/Girl can choose to learn a new spell in place of one he/she already knows. In effect, the Mama’s Boy/Girl "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level bard spell the Mama’s Boy/Girl can cast. He/she may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he/she gains new spells known for the level.

Wider World: Due to his/her close connection to the Parents, a Mama’s Boy/Girl can occasionally remember snippets of conversations and stories told by the Parents, providing the character with unexpected insight into certain situations. This ability functions identically to Bardic Knowledge except the check is modified by the character’s Wisdom modifier.

Band Aid: Beginning at 5th level, a number of times per day equal to his/her Wisdom modifier, a Mama’s Boy/Girl can take a standard action to apply a Band Aid to an ally who has fallen to negative hit points or is unconscious due to subdual damage. If the ally had fallen to negative hit points, the Band Aid automatically stabilizes the ally and returns him/her to consciousness. The ally behaves as if under the effects of the Diehard feat and can continue to act without penalty until he/she is brought to -10 HP. If the ally was unconscious due to subdual damage, the Band Aid returns him/her to consciousness and heals 2d8 + the Mama’s Boy’s/Girl’s class level in subdual damage.

Daddy’s Rescue: Beginning at 6th level, a Mama’s Boy/Girl can call upon a Parent to rescue the party from certain defeat. Once per week, if no member of the party has more than ¼ hit points remaining, the Mama’s Boy/Girl can call on a Parent to chase away the bad guys and save the party. The use of this ability ends the encounter, but it reduces the XP received by the party by ¼. Beginning at 16th level, the Mama’s Boy/Girl can use this ability thrice per week. This ability cannot be used to end a climactic battle (determined by the GM).

Cough Medicine: Beginning at 10th level, a number of times per day equal to his/her Wisdom modifier, a Mama’s Boy/Girl can take a standard action to give an ally a dose of Cough Medicine. If the ally is suffering from a disease, the medicine acts as a Remove Disease spell. If the ally is suffering from a poison, the medicine acts as a Neutralize Poison spell.

Mommy’s Kiss: Beginning at 15th level, a Mama’s Boy/Girl can call on the Parents to perform an act of supreme healing. The Mama’s Boy/Girl must make a DC 35 Diplomacy check to convince the Parent that his/her help is needed. If the Diplomacy check is successful, a Parent performs a Mommy’s Kiss, which has one of two effects. If performed for a dead ally, the Mommy’s Kiss has the effect of a Resurrection spell. If the target is not dead, the Mommy’s Kiss has the effect of a Heal spell (Caster Level equal to the Mama's Boy's/Girl's class level).

Improved Mommy’s Kiss: As Mommy’s Kiss, but duplicating a True Resurrection spell or bringing the target back to full health automatically.

Spell List: Mama's Boys/Girls use the Cleric spell list with a few special additions (currently a work in progress):
Lvl 4/5 - I Call Time Out (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=216#216)
I have no idea whether or not this is balanced. This is my first attempt at a caster base class, and there are some pretty powerful abilities that I'm unsure about. Please let me know what you think!

Mephibosheth

Yuki Akuma
2006-06-23, 12:32 PM
You've just ruined the dreamer's healer cliche.

Damn you! *shakes fist*

;)

It's a nice class, I think.

The Ressurection thing seems a little off, though.

blackfox
2006-06-23, 12:32 PM
Having multiple layers of the Imaginal plane is a great idea. It allows more variety in the types of campaigns played--if the DM wants to make it more of a cute-little-kid game, they can stay on the outer layers, and if they want it to be a dark-twisted-imagination game, they can move further in. I'm all for it. For some reason, it reminds me of the nine precincts of Death in Garth Nix's Abhorsen Trilogy.

Will take a look at Mama's Boy class after lunch.

Mephibosheth
2006-06-23, 12:34 PM
Sorry Yuki. Are you being sarcastic in your anger or do you really want me to change it? I didn't get this idea until this morning, so when I suggested upping the Dreamer's healing ability, it was with the understanding that there were no other healing classes. Also, how is the resurrection thing off?

Mephibosheth

Yuki Akuma
2006-06-23, 12:36 PM
Sarcasm, blues boy.

Anyway, as the Mama's Boy learns spells as a bard, he's not going to have entirely Cure spells. Well, he could, but then he'd have no buffs or offensive spells.

And the dreamer will always have more potent healing, anyway, if she can keep her Imagine modifier high.

Well.. I'm not sure how 'death' is supposed to work yet. If the kids can ACTUALLY die, an average mortal mother, with no magical ability of her own, shouldn't be able to bring them back to life!

Of course, most class abilities would only work in the Imaginal plane anyway, so... never mind.

Peregrine
2006-06-23, 01:24 PM
Well.. I'm not sure how 'death' is supposed to work yet. If the kids can ACTUALLY die, an average mortal mother, with no magical ability of her own, shouldn't be able to bring them back to life!
True, but in the lighter, kids-at-play interpretation... :)

Baddie: *thwap* Ha! You're dead!
Storybook Hero: No I'm not!
Baddie: Yes y'are! Now lie down and be dead!
Storybook Hero: *lies down sulkily*
Mama's Girl: Nuh-uh! He's not dead! MUUUUMMMYYY!
Mum: Yes, sweetie?
Mama's Girl: Tell Billy he doesn't have to be dead.
Mum: Okay Billy, you're not dead, you can get up. Play nice now...

Unfortunately the Mama's Boy/Girl class just makes me want to introduce a Daddy's Girl (/Boy?) class... I think this one would have the cute translation of turning/rebuking with divine power. ;)

Mephibosheth
2006-06-23, 01:38 PM
Yuki:
Glad to hear that you were being sarcastic. I can never tell online ;). You're right about the low spells known affecting the versatility of the Mama's Boy/Girl.

I agree about the uncertainty about how death works. I designed the class assuming that death in the imaginal plane could be undone by a simple Mommy's Kiss (as in Peregrine's example). If it turns out that we change how death works, I can always rework the ability or remove the resurrection aspect. Plus, I designed the class under the paradigm that Parents aren't mere mortals, but deities (as per Leperflesh's pantheon) who can potentially bring you back from the dead.

Peregrine:

I'd be interested to see a Daddy's Girl/Boy class. I designed Mama's Boy/Girl to work for either parent, using the gender specific names only because they invoke images from childhood. A Mama's Boy/Girl could be a devotee of either Mom or Dad (or even a worshipper of Teacher or Babysitter or Grandma). But go ahead with Daddy's Girl/Boy. I'd be interested in how it turns out.

Mephibosheth

storybookknight
2006-06-23, 01:51 PM
EDIT: OH yeah, and by the way, this thread totally wins the internet. And a cookie of Cure Light Wounds.

THE SCAREDYCAT
Children that adventure are typically fearless, ready to brave the horrors of dark places, but there is always one who creeps along timidly, accompanying his friends out of loyalty while shaking in his boots. Contrary to expectations, it is often the Scaredycat who keeps the party going when the going gets toughest, encouraging his friends to be brave when he cannot. However, when the Scaredycat does find his courage, he often outdoes his friends in deeds of daring.

Adventures: Scaredycats are usually reluctant adventurers, going out of their way and realm of comfort to accompany their friends, or right a great wrong.

Characteristics: Scaredycats are experts at hiding, moving without being heard, and running faster than anyone else. Too, their natural cowardice protects them from blows and dangerous situations. Because of their nature, scaredycats are often targets for bullies and the like and have developed a resistance to blows. However, they are typically too afraid to fight back and generally have poor combat skills.

Alignment: Scaredycats run the gamut from loyal and trustworthy people too kind-hearted to harm a soul to the unpredictable sneak unwilling to own up to his despicable actions, and may possess any alignment.

Religion: Scaredycats typically worship deities with a protective aspect, though some worship more subtle deities for their skill at concealment or venerate malicious deities out of fear.

Races: Cowardice is not the province of any single race, and Scaredycats may be found anywhere.

Other Classes: Scaredycats depend on more martial classes such as the Panlid Champion to defend them, and work best when so supported. Scaredycats sympathise with Whiners, but are often nervous around the loud and scary pets of Animal Lovers.

Role: The Scaredycat is the consummate dungeoneer and scout, but also works well as a support character who bolsters the party morale.


The Spoiled Brat

Brats are similar to Whiners in upbringing, but rather than complaints use brute force of personality and bullying to achieve their desired ends. The brooding antiheroes of the child world, Brats are generally overbearing and unpleasant to deal with. However, should they be crossed, their wrath knows no bounds, leading most parties to accept them on the basis that it is better to be on the same side as a Brat than against them... probably.

Adventures: Brats may start adventures, bullying other kids to join them in their quest, or they may force their way in unwanted to an existing group. Their motives are usually self-centered, wanting treasure or profit, but some Brats may adventure simply as not to be left out.

Characteristics: Brats are generally experienced bullies and have learned to browbeat others both with physical attacks and irresistable invectives. Aside from their skills at being a pain, many Brats have legitimate command abilities, making their assistance quite effective when a task comes up. The phrase "Nobody bullies my friends but me!" is also a hallmark of Brats, and woe betide anyone who crosses one of their favorite targets or pawns.


Alignment: Brats are too interested in the benefits of command to hold a chaotic alignment, and too self-centered to ever be truly good, though some may be neutrally aligned. Brats may therefore be of any nongood and nonchaotic alignment.

Races: Sadly, Brats manifest among all races, though those prone to delusions of nobility such as Elves tend to generate Brats more frequently.

Other Classes: Almost any class can be considered a worthwhile pawn of Brats, though they often lose their patience with Whiners and Scaredycats, who are often too independently minded to take orders. Brats despise and loathe other Brats, and will get into conflicts with them at the drop of a hat. This is usually viewed positively by members of other classes, who dread the rare times when Brats cooperate in jointly bullying others.

Anyone feel like statting these guys out? I'm getting a rogue/monk vibe from Scaredycats and a Paladin skillset vibe from the Spoiled Brat.

Eukrin
2006-06-23, 02:19 PM
Note:

"Depth" refers to how far one has gotten into Older areas of the Imaginal Plane. Not actual deepness in terms of how-far-down.

"Dark" refers to the tone, not the actual amount of light present.

The Imaginal Plane

Boundaries and Geography: The Imaginal Plane is virtually infinite. Each child who's used their imagination has contributed, over time, in some fashion, to the development of the Imaginal Plane. For the sake of being able to explain things, we're going to imagine it as roughly circular and roughly flat, with terrain that varies according to whichever situation an imagining child chooses to play in.

There are no real "clear" borders between areas, nor are there clear "directions" beyond "inward" and "outward." Going Inward takes a character into older territory, which becomes progressively "darker" in nature. Outward areas are lighter in tone, and are overall much more safe for youngsters.

The levels of the Imaginal Plane are roughly equivalent to previous generations, counted as approximately 10-20 years, with each new generation of children creating a new Outward area as the Inward areas become more compact and organized as its denizens reach as sort of "Imaginal Maturity."

Each level is inhabited by creatures representative of its generations' fantasies and fears. (i.e. 70's and 80's generationers would likely have populated their portion of the Imaginal Plane with Ewoks and E.T.) Some of these creatures are darker than others, depending on the overall "mood" of the era.

Although a general rule has it that Relative Depth is equivalent to Relative Darkness, it is possible to get find "Dark" areas within any depth level, though they are very rare in the Shallows. In the same vein it is similarly possible to find "Light" areas no matter how far inward one travels, though they can become quite rare, and sometimes seemingly "Light" areas are merely covers for exceptionally Dark zones.

In some places, especially Real World historical sites, it's possible to skip entire generations' worth of history and delve deep into levels governed by much older generations. It is also possible to skip areas from within the Imaginal Realm if that area of the Imaginal Realm was based on a historical setting. More on this later.

There is speculation that at the very "Center" of the Imaginal Plane, as generations become more and more forgotten, their power wanes and they sink into nothing, the next outward areas slipping closer to the center in a sort of slow-motion whirlpool. Old things are powerful and dark in this area, and probably have lots and lots of treasure.

For each particular game setting, the DM defines the approximate depth and darkness range of the scenario and any terrain details within. The adjacency of that setting can be as near or as far from other Imaginal Plane settings, depending on the DM's decision on the matter.

--

Navigation

Most children instinctively know how "deep" they are in the Imaginal Plane, on a vague scale of "shallow," "mostly shallow," "kinda deep," "pretty deep," and "really deep." In the same vein, they also can usually know which way is "inward" and which is "outward."

Going overland between different generations takes as much time as the DM feels is necessary. There are no hard and fast rules when it comes to distance.

Teleportation is somewhat more easily accomplished, sometimes happening unconsciously as a group travels to reach a destination. Children have the native skill to imagine themselves in other places--it's how many of them arrived in the Imaginal Plane in the first place. However, a child must have some experience with Deeper areas to be able to teleport to them, otherwise they may just end up in a Shallow equivalent of their destination.

Dungeons and "old" or "permanent" structures often have been the subject of generations of Imagination. These structures have relfections in many levels of Imaginal, but all connect directly to the same structure, often the Deepest variant of it. Thus, Dungeons and Castles and other such Historical Sites serve as shortcuts to much deeper areas of Imaginal.

Depending on the depth of the Starting level, Dungeons proceed on a gradual slope to Deeper levels, often corresponding to floors, rooms, or time spent within.

For example, if kids in the 60's watched a King Arthur movie, and create their own version of Camelot, that version of Camelot can be used to jump further back to a generation where the residual Imaginations of actual kids who lived in the Camelot still maintain their realm in Imaginal.

This can be confusing, because thousands of kids have played in imaginal "Camelots," so there are variations of it all over the Imaginal Plane, but at their core, they are all the same castle, infinitely large, that can give adventurers much quicker access to the "Deeper" areas of Imaginal than if they had ventured overland.

--

Travel Between Real and Imaginal Planes

Children frequently dip into and out of the Shallows on an irregular basis, hardly aware at all of the transition. It is often only with conscious effort that they are able to venture Deeper into the Imaginal Plane, sometimes in search of something, other times as part of their Playing that gets a bit darker than they had initially intended.

As mentioned, it can be difficult for children to slip into Deep areas without having first been to those depths via other means, however, there are beings which have been known to snatch children out of the Shallows and drag them in Deep.

I think I'm starting to channel some Otherland here in some ways. Tad Williams. *heartbubbles*

Yuki Akuma
2006-06-23, 02:34 PM
Hmmm. I like, I like. Especially the part about 'historic' sites (there was no Camelot as far as I'm aware, so you might want to change that word...) being sort of like teleportation gates between different parts of the Imaginal plane. ;D

(Also: Whoot for the Otherland! *needs to finish that series some day*)

Eukrin
2006-06-23, 02:36 PM
Hmmm. I like, I like. Especially the part about 'historic' sites (there was no Camelot as far as I'm aware, so you might want to change that word...) being sort of like teleportation gates between different parts of the Imaginal plane. ;D

(Also: Whoot for the Otherland! *needs to finish that series some day*)
Even if Camelot isn't real, it's the generally accepted term used by modern people for "King Arthur's castle" and thus would link automatically to the oldest imagined equivalent thereof.

Does that make sense?

Mephibosheth
2006-06-23, 02:50 PM
Wow. Just...wow. Nice, nice work. *gives Eukrin a high five*

My only suggestion would be to make it possible to go darker without going deeper. Like, could a kid start out imagining fighting puppies and clowns in his neighborhood and wander into an imaginary city (same time period) and encounter pickpockets and stray dogs, only to wander into the city's slums and encounter murderers and rapists?

Mephibosheth

Eukrin
2006-06-23, 03:04 PM
Meph, that makes sense; I did mention that the darkness of any given era depends in part on the real-world equivalent mood of that era; I'll edit to be more specific.

Yuki Akuma
2006-06-23, 03:21 PM
So then.. is anyone working on the reader class? If not, I guess I will.

Oh! Have we decided whether kids are literate or not? I think it'd be cool to have them be forced to spend skill points to gain literacy, but certain classes (like the reader) would be automatically literate.

Eukrin
2006-06-23, 03:28 PM
So then.. is anyone working on the reader class? If not, I guess I will.

Oh! Have we decided whether kids are literate or not? I think it'd be cool to have them be forced to spend skill points to gain literacy, but certain classes (like the reader) would be automatically literate.
Shiny mentioned that Literacy is pretty rare, which is only to be expected.

There were also suggetions of Age bonuses to reading; the higher the Age, the easier the skill is to learn, with different bonuses for lower Ages. I guess this is one sort of situation where Age can become pretty relevant portion of a character's stats.

Mephibosheth
2006-06-23, 03:54 PM
I just had an idea for another feat. Let me know what you think.

DEBATE DEATH [General, Storybook Hero]
You just refuse to believe you're dead
Prerequisites: base Will save +2, Imagine 4 ranks
Benefit: A character with this feat refuses to believe that he/she is dead and will continue to fight with vigour despite being damaged. He/she gains the benefit of the Diehard feat and, when he/she is reduced to negative hit points, the character can make an Imagine check to return to 0 HP. The DC for this Imagine check is 20 + the number of HP away from zero. For example, a character at -9 HP could make a DC 29 Imagine check and return to 0 HP, effectively healing 9 HP. This ability is usable once per day for every 3 ranks in Imagine the character possesses. If the character is killed outright (reduced to -10 HP), this ability is unusable.
Normal: When a character is reduced to negative HP, he/she is unconscious and gradually loses HP until he/she reaches -10.
Special: A Storybook Hero can take this feat as one of his/her bonus feats.

What do you think?

Mephibosheth

Eukrin
2006-06-23, 04:17 PM
Meph, that is SO something little kids would do. We've only talked about it all this time, I'm surprised it's taken so long for someone to actually make it into a feat. ;D

Good catch!

Chris the Pontifex
2006-06-23, 04:38 PM
I havent read the entire thread but think that Captain Cuddly (http://tinyurl.com/ro8g6 (without the knive maybe)) should really be a major character in there

edit: I'll read the thread now and give a more on-topic comment

blackfox
2006-06-23, 04:58 PM
And now that I'm almost free from the terrors of trig, I present to you (in celebration)

Nightmare Beast
Size/Type: Medium Abberation
Hit Dice: 3d8
Initiative: +4
Speed: 40 ft. (6 squares)
Armor Class: 14 (+4 natural), 10 touch, 14 flat-footed
Base Attack/Grapple: +4/+2
Attack: As imagined creature
Full Attack: As imagined creature
Space/Reach: 5ft/5ft
SA: Fear aura
SQ: Fearsome appearance
Saves: Fort +1, Ref +1, Will +6
Abilities: STR 14, DEX 10, CON 10, INT 16, WIS 16, CHA 16
Skills: Intimidate +6, Concentration +3
Feats: Iron Will, Improved Initiative
Environment: Imaginal plane
Organization: Solitary
CR: ?? Any suggestions on this?
Treasure: ?? Any suggestions on this?
Alignment: Always neutral evil
Advancement: Medium (4-8 HD and +1 to mental stats per 2 HD added) Large (9-14 HD and +1 to mental stats per 2 HD added)
LA: --

Fear Aura: Creatures within a 30-foot radius of a Nightmare Beast must make a Will save (DC 10+CHA bonus of Nightmare Beast) or else be shaken for 1d4+1 rounds. If a creature fails the Will save in two successive rounds, they become frightened, if they fail it in three successive rounds, they become panicked. Failing the save in one round, making it the next, and failing it in the third round does not make a creature frightened, nor does it make the fear effects stack. The effect that has the longest duration remaining is the only one that counts; all others are ignored.

Fearsome appearance: Creatures that look upon the Nightmare Beast see not its true form, but the form of the thing that they fear the most. (Harry Potter? Who's Harry Potter? ;D) If your worst fear is mice and you look at a Nightmare Beast, no matter what size it is, you see a mouse. If your worst fear is fire and you look upon a Nightmare Beast, you see a pillar of flame. A Nightmare Beast attacks each person as the creature they see it as. If a person's worst fear is dogs, then the damage the Nightmare Beast deals to that person is the same as an ordinary dog would. None of its other stats become that of a dog.

Does this make sense/appear feasible/appear balanced to you guys?
-------------------------------------------------------------------------------
About reading: I think Intelligence should be a pretty big factor in there too, as well as age. If you take your Int. bonus and your age and add them together and have at least a 6, then you learn to read sometime before your next birthday. Most kids learn to read at around 6 anyways. What do you think?
-------------------------------------------------------------------------------
Debate Death: I like that. The DC seems appropriate, and it solves the 'uncooperative child' problem. Hehe... I must have taken that feat when I was little... :P
-------------------------------------------------------------------------------
Mama's Boy/Girl: It looks pretty balanced to me. However, there's still the factor of the possible unavailability of the diety they worship. Like, if Mom and Dad leave home and leave the Mama's Boy with the Babysitter, and he accesses the imaginal plane and tries to use Daddy's Rescue--what happens then? Does it not work, or has Dad come home early for some reason?

These spells, I'm assuming, would not work in real life--the Mama's Boy couldn't use Daddy's Rescue to chase away the Babysitter.

Chris the Pontifex
2006-06-23, 05:32 PM
I really really like all of these ideas!!

I'd think of this as more of an Alice in Wonderland-like campain, maybe leaning towards the Alice game by EA as Imagination becomes stronger and darker. Initially good creatures may become either more apathic and cynical or just plain evil and destructive.

(care bear rampage aaaaarg)

To add an even more darker note, you could make children get lost in imagination when straying very far into the imaginairy plain, much like CoC insanity.


If you are going to give reading bonusses from age this should be offset by an imagination ot "cuteness" penalty much like the age requesit from the puppyface feat.

after further reading I agree with Blackfox about literacy, in this same system something like charisma - age for cuteness may be in order

also @^: one of the most important features of the Babysitter is that she's never around when mom or dad is. Therefor M and D will never help against her. The way I see it, she's more like an "environmental danger".

chiefwaha
2006-06-23, 06:01 PM
The Floor Is Made of Lava [Spell]

Affected creatures get +1 to Climb, Jump, Tumble, and Balance checks +1 per level. Any failed checks cause 1d4 subdual damage.

LOL. I'm not sure how to stat this, but this needed to be made into something.

Eukrin
2006-06-23, 06:28 PM
Omg. The floor is lava!! Rofl!

While we're at it, how about

Shadow Tag? I dunno if it'd be a spell or ability or whatnot, but the effect would be "Stepping on a mobile creature's shadow causes the creature to be rooted to the spot, unable to move until the character removes their foot from its shadow."

I think it'd be negated by Darkness, but so long as part of the creature's shadow is "pinned" by the character's foot, placing a light source between the two is ineffective.

Of course, being close enough to step on something's shadow also means the critter's close enough to potentially do some major damage to you, but I dunno, it might be workable. It'd be interesting to snag a running creature's shadow, causing it to slam into the ground with all the momentum it was previously using. XD

Speaking of stepping on things...

Stepping on Cracks? Anyone want to take a stab at it?

Leperflesh
2006-06-23, 06:38 PM
I Call Time Out
Abjuration
V,S
Level ? (Maybe like 4 or 5?)
Casting time: 1 standard action
Duration: 1 round per level of caster
Range: centered on caster
Area: 10' (2 squares) + 5' (1 square) per level of caster
Saving Throw: none

SR: No

This powerful spell creates a localized zone in which no combat can take place. For the duration of the spell, all characters, creatures, animated objects, etc. within the area of the spell must cease any combat actions and may take no further combat actions. However, the Time Out cannot be used to flee: the area of effect is centered on the square the caster occupies, but it is not mobile. Those affected by the Time Out may rearrange themselves using normal movement rules (except that all creatures are treated as 'allies' for the purposes of moving through occupied squares).

Prohibited actions during a Time Out include: attacks of all types; casting any spell having a detrimental affect on enemies, creating an area affect that affects enemies, activating magic devices which harm enemies now or on a delay; using any abilities which harm or affect enemies (including creating illusions, all mind-affecting affects, teleporting enemies, etc.); spells or abilities which create new static or active hazards for enemies, such as casting Entangle, Grease, etc.; anything which the DM deems is combatative or outside the spirit of the Time Out.

Allowed actions include: moving, readying actions (to be triggered after the end of the Time Out), reloading ranged weapons, healing, using magic to 'buff' allies, talking, leaving (such as by teleporting oneself and/or one's allies), beginning a spell or spell-like ability with a longer casting time, such that the affect begins after the end of the Time Out; using non-magic conversational skills such as Bluff, Diplomacy, and Intimidate; using noncombat skills such as Search, Climb, Disable Device, Use Rope, etc.; anythign which the DM deems is non-combative and within the spirit of Time Out.

Time Out may be dismissed prior to the end of its normal duration. The caster (and only the caster) may dismiss Time Out as a free action by loudly stating "aaaaand..... TIME IN!".

Time Out cannot be cast within the area of affect of a currently active Time Out spell. In other words, a caster cannot string multiple Time Outs together without at least one round in between them to cast the next Time Out spell.

Mephibosheth
2006-06-23, 06:42 PM
Nice spell Leperflesh. I like both the flavor and the crunch (especially the "time in" part).

Would this be a Reader spell? So far, the only spell-users we have are the Animal Lover (Druid/Ranger) and Mama's Boy/Girl (Cleric). Is anyone working on some arcane casters. I think Yuki was working on the Reader, and Shiny had some idea for a sneaky arcane caster. Wonder what happened with those...

Other than arcane casters, I think we have all the main party roles filled. Whiners, Darlings, and Storybook Heroes can all tank, Whiners and Darlings can sneak (though no trap masters yet), and Dreamers and Mama's Boys/Girls can heal. Almost done with at least a skeleton of the classes. Yay!
Mephibosheth

Leperflesh
2006-06-23, 06:48 PM
Unlimited Ammo [General]

BenefitYou never run out of ammunition for any missile weapon you carry. This feat applies to slings, bows, and guns of all varieties multi-shot guns, but not thrown weapons such as spears, daggers, throwing axes, single-shot guns (such as muskets or flintlock pistols) etc.

You are unaware of this feat, however; rather than actively ignoring the rules for ammo, your character simply fails to remember that he or she needs to reload. If others notice the use of Unlimited Ammo and point it out, your character knows that actually he was using his reloads the whole time. No magic or logic can convince otherwise.

You must carry at least one 'reload' of ammo any time you use this feat, although you never actually use your reload. E.g., for a sling, you must carry a pouch containing spare sling bullets or stones; for a bow, you must carry a quiver containing arrows; etc. Any time your character is without suitable reloads, you lose the benefit of Unlimited Ammo.

Normal A character must keep track of ammunition, using up one 'round' of ammo ever time a weapon is fired, shot, or slung (uh, slinged? Slang?)

Special Warrior classes may take Unlimited Ammo as a bonus feat.

-edited- because I realized we're not exclusive to the modern era, duh

Leperflesh
2006-06-23, 06:52 PM
Nice spell Leperflesh. I like both the flavor and the crunch (especially the "time in" part).

Would this be a Reader spell? So far, the only spell-users we have are the Animal Lover (Druid/Ranger) and Mama's Boy/Girl (Cleric).

Thanks! Yeah, maybe it works well for a Reader... although it has a certain rules-lawyerly flavor to it that might suit the Mama's Boy/Girl too. It's also more of a protection-type spell which is Clericy. I guess I don't really mind where it fits.

Eukrin
2006-06-23, 06:59 PM
Hm, I was thinking of slingshots as projectile weapons; most average kids these days don't really understand the "sling" as a weapon, but slingshots are still around...

It'd be cool to use marbles as projectiles for that. The cooler the marble the more effective/accurate it is?

blackfox
2006-06-23, 07:01 PM
I like "Time Out." That seems like a pretty clericy spell to me--I'd probably want to give it to the Mama's Boy/Girl. It doesn't really suit the idea of a Dreamer.

Mephibosheth
2006-06-23, 07:04 PM
Consider it added to the Mama's Boy/Girl spell list. At some point, we're going to have to go through and assign spells to various classes (as I'm sure we'll develop more spells before this is over). Should be fun.

Mephibosheth

IonizedChicken
2006-06-23, 07:26 PM
Fuzzy Shape Spell [Metamagic]
You have learned how to contort your spells into the shapes of cute, fuzzy animals!
Benefit: If a spell cast with this feat deals damage, it only deals non-lethal damage. In addition, anyone within the area feels real warm and fuzzy inside (No save). This causes the spell to have a secondery effect of Calm Emotions for 1d4 rounds, entirely dependent on whether or not the saving throw of the original spell succeeds. No other Metamagic feats may be applied to a spell augmented with Fuzzy Shape Spell, except Heighten Spell.
Only spells with the Burst, Cone or Line area of effect emnations may be affected by this feat.
A Fuzzy Shape Spell takes a spell slot 1 level higher than the original spell leve

I originally made it for the Most Usefulest Feats thread, but it could probably go here too.

Leperflesh
2006-06-23, 07:47 PM
You Have To Share
Enchantment (Compulsion) [Mind Affecting]
Mama's Boy/Girl 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature
Duration: Concentration, up to 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes

When a Mama's Boy/Girl casts this spell, he or she forcefully reminds one target Humanoid that Mom and Dad Say You Have To Share. If the target fails its saving throw, it must share its posessions with the caster. The target is only forced to share posessions which the caster knows about or can reasonably guess the target has, and only has to share possessions which can be shared. The caster must identify the thing(s) to be shared - by any reasonable means, such as by description, or by pointing.

In order to share posessions, the target must cease any other activities, including combat, and hand over things to be shared, if it reasonably can do so without immediate harm (for example, the target cannot be forced to walk through a Blade Barrier in order to hand over items). Once the target finishes handing over things to be shared, it may continue to act as normal (but cannot attempt to retrieve the shared objects for the duration of the spell).

Possessions which can be shared include money, carried items, and magic items. Clothing and armor need not be shared, unless more than one of a given type are carried (such as a character carrying two helmets or two sets of gauntlets), in which case the 'spare', if demanded, must be shared.

'Sharing' a posession means handing it over (or dropping it where it can easily be reached), but if the caster leaves or attempts to steal the items being shared, the affect is immediately ended. If the caster moves out of the range of the target, the affect is immediatly ended (but the target cannot deliberately leave the range of the spell to avoid it). If any item shared is threatened with destruction or is actually destroyed, the affect is immediately ended.

When an affected creature has more than two of a given item, it only is forced to hand over half (rounded down). For example, a creature ordered to share its money only has to hand over half of carried money.

An affected creature never has to share an item on which its life depends for immediate survival. For example, a creature wearing a ring which provides immunity to fire damage, who is standing in a room filled with fire, cannot be forced to remove and share the ring - such a creature automatically makes its saving throw.

Targets making their saving throws are unaffected by the spell, but are aware that they were targetted by a spell.

When the spell expires or is dismissed (concentration ends), the target is no longer compelled to share, and may attept to reclaim items (often violently) at will.

belboz
2006-06-23, 07:55 PM
Note:

"Depth" refers to how far one has gotten into Older areas of the Imaginal Plane. Not actual deepness in terms of how-far-down.

"Dark" refers to the tone, not the actual amount of light present.

The Imaginal Plane


I *really* like this. One thing I would suggest would be to make travelling "downwards" and "upwards" not just a simple matter of walking in a certain direction, but always a matter of finding a particular place, time, and/or ritual that will open up a gateway to the next or previous level.

For example, to get from the first level of the plane (light lets-pretend) to the next level , you might use a wardrobe...but only at twilight (in the imaginal plane; it needn't be twilight in the normal world). When there's bright sun outside, the wardrobe is just an ordinary wardrobe. You might be able to get deeper still (once you're on the second level) by finding a particular fairy ring or pool, or by performing a particular ritual (the sort of thing that little kids might call a "witches' spell").

Once you're in past the first level (it's easy to rouse yourself from the first level into the waking world), getting *out* might become a challenge, too...perhaps you have to find the exact spot you entered by (at the same time of day, or maybe a dramatically different one; perhaps the wardrobe is only visible "from the back" at high noon), or maybe it's a totally different spot, or you have to do something completely different.

Sometimes you might find the right place, or do the right thing, to move up or down a level without even realizing it. You wander into a swamp, which (without your knowing) takes you down a level when you lose sight of the border. Returning to the border, however, doesn't take you back up; when you get back there, you see that the whole world has become a bit more surreal.

This would help explain the existence of, for example, the shadelost and dreambred. They travelled too far in, either just in their imagination or using their actual corporeal bodies, and don't know how to get back again. Rescuing one of them might be good quest material.

[edit: And that means we'd need a new skill:

Knowledge - Imaginal Geography (trained only) [general, dreamer]

The user of this skill has knowledge about the transitions between imaginal levels. The character has lore about where, how, and when to get up a level or down a level. Imaginal knowledge checks generally have one of the following DCs:

Knowing the place (by description) where a gateway is, if the gateway requires a specific place: DC = 5 + current imaginal level

Knowing the time (if there is a specific time) at which the gateway is active: DC = 10 + current imaginal level

Knowing whether the gateway requires specific objects, a specific person, or a specific ritual (without knowing any details): DC = 10 + current imaginal level

Knowing what objects and/or people (by description) are necessary to activate the gateway, if any: DC = 15 + current imaginal level

Knowing the ritual (if any) to activate the gateway: DC = 20 + current imaginal level

Knowing the shortest way to get to the location (if there is a specific location), together with a general idea of the hazards and features along the way: DC = 20 + current imaginal level

Knowing the shortest way to get to a required object or person, if one is needed (both the shortest route and a general idea of the dangers involved). This information might be as much as a month out of date.: DC = 25 + current imaginal level.

Characters with the Imagine skill can choose this as one of the knowledge skills to duplicate.

In the right settings, a Gather Information check can be used to determine these or other facts about gateways.

BelkarsDagger
2006-06-23, 08:00 PM
Ooo! Ooo! I have an Item!

Bag of Infinite Legos
This bag is like a bag of holding, except it can only contain legos. If a non-lego item is put into the bag, the bag spits it out. This can hold an infinite amount of legos, but every 200lbs of lego makes it 50lbs heavier. Lego blocks have the following statistics and types. Nearly all legos can be used in slingshots, or as projectile weapons.

Minifigure: These are little people with yellow skin, round heads, and cheesy clothes. These count as a small rock, 5 hardness 2hp.
Block: Blocks are used for building, or just plain throwing at people. They have 4 little bumps used for putting other blocks onto. These also count as a small rock, 5 hardness, 1hp.
Base Plate: These 25x25 bump lego bases are mostly just floors for houses. These cannot be used as projectile weapons, as they resemble a sheet. Hardness 3, hp 1.

Minifigures and Blocks come in varying sizes. Minifigures cost 1cp, while blocks cost 1/2cp. Base Plates cost 5cp. Minifigures weigh one 16th of a pound, while blocks weigh the same. Base Plates also weigh the same. Damage-wise, blocks and minifigures do the same damage as a pebble of the same size, but with a -1 to damage.

Mephibosheth
2006-06-23, 08:04 PM
Leperflesh:

Great spell. Consider it added to the spell list. Incidentally, any suggestions on tailoring the Cleric spell list to fit the Mama's Boy/Girl, or do you think we should leave it as is?

Belboz:

Your suggestion about requiring quests/portals/rituals to move to various levels of the Imaginal Plane is interesting. I'd be curious to see how it works mechanically.

Now that I'm thinking about it, a good part of me thinks we should just leave this sort of thing up to the individual GM. If we require this sort of thing, it could screw up some plot ideas, and a GM can always add it in if they want to. It's a good idea, though. Maybe instead of making this a fixed feature of the Imaginal Plane, we could put it in as a variant rule and give suggestions for how to implement it (which could be interesting in their own right.

Mind Flayer:

I LOVE LEGOS!! Your bag is an interesting item, but could use some definition since I have no idea what Legos do (in game that is). Can you use them as projectile weapons? If so, what damage do they deal? Can they be used as slingshot bullets? Can you build stuff with Legos that can be used in the campaign? Can you build weapons/items? Can they be enchanted? How long does it take? How do you know if you have the right pieces? It's a great idea, just needs defining.

Mephibosheth

Flabbicus
2006-06-23, 08:05 PM
I wish i had that ::) item. ;)

Can they be timed out yet?

Yuki Akuma
2006-06-23, 08:05 PM
I really like You Have To Share.

That bag is way, way too powerful, however. You could just put the ancient evil artifact into it and it would immediately be destroyed.

This is a no-no.

blackfox
2006-06-23, 08:09 PM
I *really* like this. One thing I would suggest would be to make travelling "downwards" and "upwards" not just a simple matter of walking in a certain direction, but always a matter of finding a particular place, time, and/or ritual that will open up a gateway to the next or previous level. For example, to get from the first level of the plane (light lets-pretend) to the next level , you might use a wardrobe...but only at twilight (in the imaginal plane; it needn't be twilight in the normal world). When there's bright sun outside, the wardrobe is just an ordinary wardrobe. You might be able to get deeper still (once you're on the second level) by finding a particular fairy ring or pool, or by performing a particular ritual (the sort of thing that little kids might call a "witches' spell").Part of this reminds me of Garth Nix--using a ritual to get deeper into the Imaginal plane. To get deeper into Death, you have to pass through the Gate before, by casting a spell handed down through the generation. Part is different--you can get into Death whenever, as long as you're in a place where you can cast Charter magic and you're strong enough to do so. And as long as you're in Death, you can go deeper in.

Once you're in past the first level (it's easy to rouse yourself from the first level into the waking world), getting *out* might become a challenge, too...perhaps you have to find the exact spot you entered by (at the same time of day, or maybe a dramatically different one; perhaps the wardrobe is only visible "from the back" at high noon), or maybe it's a totally different spot, or you have to do something completely different.That's a really interesting idea. And, again, it reminds me of Garth Nix. It's a lot harder to get out of Death than it is to get in--once you die, it's a lot harder to get back to life. If you magic yourself into Death, then it's pretty easy to get out. I suppose it's pretty easy to imagine yourself into the plane, but once you're trapped in your own imagination, it's hard to get out.

Sometimes you might find the right place, or do the right thing, to move up or down a level without even realizing it. You wander into a swamp, which (without your knowing) takes you down a level when you lose sight of the border. Returning to the border, however, doesn't take you back up; when you get back there, you see that the whole world has become a bit more surreal.This reminds me of a book I read when I was probably 8 years old--The Lives of Christopher Chant, by Diana Wynne Jones.

This would help explain the existence of, for example, the shadelost and dreambred. They travelled too far in, either just in their imagination or using their actual corporeal bodies, and don't know how to get back again. Rescuing one of them might be good quest material.
That sounds like an interesting quest... :)

BelkarsDagger
2006-06-23, 08:11 PM
hmm, ok, I'll update the Lego bag soon.

Eukrin
2006-06-23, 08:13 PM
Hm. Well, I figured, except in dungeons, the borders between the levels were rather on the blurry side. There's really no hard and fast definitions of generations.

A lot of the problems with any sort of travel or progression in a world that is constantly being created and re-created by the imaginations of children are based on matters of perception and imagined perception.

The effects of imagination on environment within the Imaginal plane are seen more strongly when a Dreamer of some sort is present; the rules of reality are subject to change, and there is very little that is static beyond certain pre-established conventions.

I do like it being difficult to go back into Shallow areas from Deeper ones. But not just difficult in a physical sense.

Brainstorming here...

The Deeper one goes, the more one realizes that this is where the power of their imaginations are virutally limitless. The more experience and power a player gains within the Imaginal Plane, the less they will want to return to their real-world lives, where they are kids who get picked on, or have chores, or homework, or school, with no real control over what they do.

Most kids play in the Shallows. They have fun with their make-believe games, and Hide under the Blankets until they go to sleep. And eventually they grow up and become boring adults who have kids of their own.

But some kids who delve deeper into Imaginal find themselves never letting go of that bit of fantasy within them. They may physically grow up, but their inner child is alive and well and continues to adventure until they reach a point where they have to Split, where the Real World becomes too much for them, and they have to "grow up."

They're the ones who leave pieces of themselves behind within the Imaginal Plane, the bits of self that keep and maintain the Deeper realms, who, bitter over being denied the physical satisfaction of Reality, warp their Imaginal Domains, becomming Bosses and Subbosses who encourage monsters to attack the still "intact" children who dare venture into their Depths.

Of course, not all Split individuals turn to "evil;" some join other adventurers and try to enjoy what they have. Others find like-minded individuals and make realms of fantasy-goodness within the Depths, like, I dunno, a unicorn herd that has a clearly defined territory, and they offer protection to Adventurers or something...

*wanders off on a tangent*

Leperflesh
2006-06-23, 08:13 PM
Every parent in the country knows the true use of legos: they function as caltrops.

Meph: Probably the cleric spell list should be edited a lot. Probably a lot of the extant spells should be removed, becuase they don't fit the flavor of either the gods/pantheon, or the character types, or the style of the game.

One thing I thought about, but haven't done, is the concept of domains. What sorts of domains map to the deities well? I can imagine domains like 'comfort, authority, protection' applying to Parents; maybe 'authority, disruption, rules' applying to Babysitter; maybe 'authority, rules, scariness' applying to The Policeman; maybe 'gifts, comfort, joy' applying to Santa; etc.

It'd be necessary to redefine the spells to fit into the defined domains, and reject those that make no sense, under such a scheme.

I'm not really in a position to put in the work; so far my contributions have been improvised and ad-hoc, during spare moments at work (ahem). I'm leery of taking on any larger responsibility at this point, given my unpredictable time comittments.

Anyone else got an idea how to work divine magic?

-Lep

-edit: W00t! Ogre!

Yuki Akuma
2006-06-23, 08:16 PM
None of the classes kids can take have access to domains.

Problem solved.

storybookknight
2006-06-23, 08:16 PM
I don't really have time to stat out my classes right now, so anyone who wants to is welcome. Especially as I keep coming up with them!

LIL' SLUGGER
Some children do not wish to be pirates, knights, or wizards, but yet aspire to greatness. Lil' Sluggers want to play ball when they get older, or hockey, or soccer. Those who confuse the relative mundanity of the dream for a lack of imaginative depth will be sorely decieved, as the legends of sports are still heroes, in a child's eyes, and in Imagination, heroes are always mighty.

Adventures: Lil' Sluggers are usually very involved with their own dreams, but when motivated to join flights of fancy sling their bat over their shoulder and toss their ball in the air with a smile, ready to face any challenge.

Characteristics: Lil' Sluggers have the ability to unleash devastating ranged attacks in rapid succession, and their Home Run Hits will cripple enemies up close. Also, they have excellent mobility, making them masters of the battlefield. Off the court, they can seem a tad unfocused or battle-minded, and would rather get back to doing something physical.

Alignment: Lil' Sluggers can be competitive bullies or fair-minded sportsmen, and either dedicated and disciplined trainers or hyperactive balls of energy. Lil' Sluggers have no alignment restriction.

Religion: Lil' Sluggers typically worship both Daddy and a Hero deity such as Babe Ruth, Wayne Gretsky, or other Heroes of similar magnitude. While living by Daddy's rules, they will also try to emulate their patron Hero deity. Uncles, Grandfathers, Big Brother, and Neighbor are all possible Daddy substitutes, or additions to the Lil' Sluggers private pantheon.

Background: Lil' Sluggers typically are raised in families where one or both parents was a Lil' Slugger in their past. Becoming a Lil' Slugger requires training and practice, but the motivation can be found as easily internally as externally, given the presence of a bat and a ball, and a friendly figure.

Races: People of any race can become Lil' Sluggers, although those found among the savage humanoids are more likely to be chaotic in alignment. However, despite the many girls who eschew ladylike behavior for the Lil' Slugger path, among almost every race Lil' Sluggers are overwhelmingly boys.

Other Classes: Lil' Sluggers work best with Dreamers or other very imaginative children, needing inspiration for their antics. However, Mommy's Boys/Girls and Lil' Sluggers often come into vicious theological debates.

Leperflesh
2006-06-23, 08:17 PM
Oh yeah, also:

how is it possible that nobody in the thread so far has mentioned Peter Pan? the dreamland and its rules being described so far seems extremely analogous (in some respects) to Never-Never Land, including the concepts that it may be harder to go home, that Lost Boys don't grow up, that the environment is muteable, that You Can Fly... etc.

-Lep

Mephibosheth
2006-06-23, 08:19 PM
Someone suggested slingshots as weapons (replacing slings). Here's my crack at making the rules for slingshots.

Slingshot - Simple Ranged Weapon

Damage - S: 1d3 M: 1d4
Critical - x2
Range - 30 ft
Weight - negligible
Cost - 5 chocolate coins

Slingshots are simple to operate and easy to find ammunition for. They function best when firing marbles, but can be used to fire any small object of similar size. When using a slingshot to fire a marble, the range increment of the slingshot is increased to 40 ft. When firing an object that isn't rounded (such as a Lego brick), the range of the slingshot is decreased to 20 ft.

Marble Pouch (10 marbles) - 5 pieces of gum, 1 lb
Stone Pouch (10 stones) - negligible cost, 1 lb
Lego Pouch (10 pieces) - 5 pieces of gum, 1/2 lb

What do you think?

Mephibosheth

Yuki Akuma
2006-06-23, 08:19 PM
Oh yeah, also:

how is it possible that nobody in the thread so far has mentioned Peter Pan? the dreamland and its rules being described so far seems extremely analogous (in some respects) to Never-Never Land, including the concepts that it may be harder to go home, that Lost Boys don't grow up, that the environment is muteable, that You Can Fly... etc.

-Lep

Because we don't want to do something tired that's been done many times before now?

Also: Kids and theological debates. Heh.

Eukrin
2006-06-23, 08:21 PM
Lep, Congrats on 1k posts. ;D

Anyways, there's nothing wrong, imo, with coming up with an idea and hoping someone else takes it and runs screaming off into the night. Er. That's what I've kinda done, grabbed a couple of ideas and ran...

Legos would be excellent Caltrops equivalents, but everyone's overlooking their primary function.

Making things!

Legos could be awesome spell components. Ever make a Lego Sword? Or a Lego Wand? I've made Lego Horses, even.

We might have to change the wording of the bag for "legal copyright infringement purposes," and just call them "Interlocking Plastic Construction Blocks" or something... But for all intents and purposes, "legos" works in this preliminary discussion. Yeah. *shiftyeyes*

There could be an effect that if characters of an appropriate class build something out of LEGO, the object gains the qualities of whatever that character was attempting to build. So if someone built a Lego house, upon completion it would expand to become a small shelter of some sort...

Leperflesh
2006-06-23, 08:23 PM
Because we don't want to do something tired that's been done many times before now?


Oh goodness, didn't mean we should emulate. Only that others have drawn several literary paralels, and this is maybe the grandaddy of them.

Also: Kids and theological debates. Heh.

Oh, of course:

Kid 1: My daddy can beat up your daddy!
Kid 2: NUH UH!!!

-Lep

Mephibosheth
2006-06-23, 08:26 PM
Maybe someone could adapt the Artificer to specialize in "Interlocking Plastic Construction Block" items. Could be interesting as a secondary base class or a PrC (perhaps for the Panlid Champion. I think we should focus on the main party roles for now, as well as fleshing out feat and spell lists for the main classes.

Mephibosheth

Yuki Akuma
2006-06-23, 08:27 PM
[sub]There could be an effect that if characters of an appropriate class build something out of LEGO, the object gains the qualities of whatever that character was attempting to build. So if someone built a Lego house, upon completion it would expand to become a small shelter of some sort...

This sounds like something a panlid champion would excel at. In fact, anyone with a high Imagine modifier should be able to do this.

I vote we expand the Imagine skill to let it do things other than emulating knowledge checks. :P

Leperflesh
2006-06-23, 08:27 PM
Making things!

Legos could be awesome spell components. Ever make a Lego Sword? Or a Lego Wand? I've made Lego Horses, even.

You could easily rule that legos are the (consumable?) material component for all Conjuration (Calling), (Creation), and (Summoning) spells.

Except then you'd be limiting play to the modern era. Hmm.

Well, hell, why not make up a whole subtype of caster:

The Legomancer!


-edit-

Or, create a template which is a subtype of the Construct template - Construct (Lego). That would allow other construct subtypes, such as Construct (Erector/Meccano), Construct (Tinkertoy), Construct (Play-doh/Clay), and Construct (Sand/Mud).

blackfox
2006-06-23, 08:32 PM
*snip*
One thing I thought about, but haven't done, is the concept of domains. What sorts of domains map to the deities well? I can imagine domains like 'comfort, authority, protection' applying to Parents; maybe 'authority, disruption, rules' applying to Babysitter; maybe 'authority, rules, scariness' applying to The Policeman; maybe 'gifts, comfort, joy' applying to Santa; etc.

It'd be necessary to redefine the spells to fit into the defined domains, and reject those that make no sense, under such a scheme.
*snip*
Anyone else got an idea how to work divine magic?This sounds pretty good to me.

@^: That sounds like a really good idea. In fact, that sounds just like me. :P

Leperflesh
2006-06-23, 08:34 PM
Damn, that remdids me of one of the greatest movies ever made (and one which lands squarely into the genre for this system):

Time Bandits

Anyone remember the BBEG's castle? Near the end when it's collapsing, it becomes evident that it is made of enormous legos.

Numerous hints throughout the movie suggest that various household items/toys have been repurposed as scenery, too.

TinSoldier
2006-06-23, 08:34 PM
Or they could create "Interlocking Plastic Construction Block" golems as guardians...

I saw the potential for the bag of legos -- very interesting in that you can create temporary items.

Also I did see the parallels with Peter Pan, and Alice in Wonderland, and a number of others.

Oh yeah -- the Legomancer and the TinkerToy Artificer!

blackfox
2006-06-23, 08:39 PM
If we ever get a PbP going with this system, I have dibs on that class. :) Since it's starting to thunder here, I'll work on a couple of those PrCs and/or the Construct skill and post what I have tomorrow morning. I think that a Legomancer might actually work out and it'd fit in well.

Leperflesh
2006-06-23, 08:42 PM
I'm outta here for the weekend. I'll have to check up on Monday...

What an amazing thread, though.

Yuki Akuma
2006-06-23, 08:44 PM
Oh God, I dread to think what this place will be like on Monday!

Also, I have decided to take a crack at the Scardycat class. *cracks knuckles* And maybe a PrC or two.

Don't expect them any time soon, though, it's past midnight here. I'll get 'em up sometime tomorrow.