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SilveryCord
2006-09-01, 08:05 PM
There was once a small city. It lay on a small island, half of which was taken up by a large mountain. Of course, this mountain was not habitable, so the people were trapped on the small strip of land around it. This city became known to others as "The City of Fans".

In this city, there were two rival clans, the Himitsu clan, and the Touya clan. The Himitsu clan was full of specialized artisans and delicate assassins, specializing in building and using compact weapons. Most assassins of the time simply used swords or daggers, but the Himitsu clan would use poison, needles, deception, and their favorite weapon of all: Fans.
They could build amazingly compact fans. Some would shoot out poison needles when waved. Others would have small slots for vials, and other kinds of machinations. But all of them were beautiful. Members of the Himitsu clan would spend weeks perfecting a single fan.

The Touya clan was almost an exact opposite. They used large, clunky weapons. But, this is not the story of the Touya clan. This is the story of the City of Fans, and it's up to me to tell you what happened.

One day, after the Himitsu and Touya clans had spent many hours on their usual territory-wars, there was quite a stir about the City of Fans. There were rumors floating around, speaking of a powerful cult trying to summon the God of the Mountain to destroy the city. But, this was no cult. This was the city's government, the counsel. They were trying to destroy their own city with a large lava flow. A travelling Wu Jen had promised them that he would activate the volcano, and kill everyone in the city, in exchange for half of the gold. Half of what gold, you may ask? The clans'. The Himitsu clan and Touya clan both had 'secret' stashes of amazing treasures. Everyone knew about them, of course, but them being "secret" added some mystique to the equation. The Wu Jen quickly convinced them as a reputable person, and those who didn't believe them were quickly convinced by his overpowering magic.

So, some people in the village panicked. Both clans immediately sent out members to investigate, while sending some of their members. And they did investigate. They discovered everything. They joined forces to fight the evil Wu Jen and the counsel, but it was too late. Most of the people in the City of Fans died.
- Sim-Yoo, the historian, one of the few people who survived the incident.

[b]Types of Members
The Himitsu clan is organized into four kinds of members:
-Syringes of the Secret
-Toils of the Tinkerer
-Butterflies of Nature
-Family Members/Ordinary Members

Syringes form the brute force of the Himitsu clan. They are often fighters, rangers, and other kinds of weapon specialists. However, contrary to the norm, most of them are females.
-Toils form the workforce of the Himitsu clan. They engineer complicated fans for the Syringes, craft armor and weaponry of other kinds, and make buildings or furniture. They are usually male.
-Butterflies form the magical force of the Himitsu clan. They support the Syringes with spells on the field, and off the field, they help Toils craft powerful magical fans.
-Family Members and Ordinary Members form the background of the Himitsu clan. While not everyone living in the City of Fans is associated with either clan, some are. Usually the ordinary members are just grunts, who do basic work for the more important members. Family members are anyone who is immediately related to a Syringe, Toil, or Butterfly. They get special protection from the clan, but are usually not part of the clan's activities.

Heirarchy
The heirarchy of the Himitsu clan starts with the Lords, then the Special Members, then Members, and finally Ordinaries. Lords are anyone born to the ruling family of the Himitsu Clan. Special Members are any Syringes, Toils, and Butterflies that are elevated to a special status. Syringes of the nature often go on special missions, Toils craft beautiful houses and weaponry for the Lords, and Butterflies help the special Syringes or provide entertainment for the Lords. Members are simply Syringes, Toils, or Butterflies. Ordinaries are family members or ordinary members.

There are 3 divisions among the Lords: Divine Rulers, Battle Leaders, and Social Leaders. Divine Rulers are the members of the Ishima family, a prestigeous family who is said to have descended from the gods themselves. They are revered as the most important people in the Himitsu clan, making decisions on the clan's overall stance on ethical and moral issues. The Battle Leaders handle the battles with the Touya clan, or are just great military strategists. Most of them are ex-Syringes, or just noblemen who have been raised with a knack for strategizing. Finally, the Social Leaders are just nobles, they are often heirs and heiresses. Milan Sokka is one of the most infamous, she is often referenced as a shocking and revolutionary woman in Himitsu writings. She was the heiress to Karu Sokka, an owner of a large chain of inns all around the world. Other similar socialites include Tommu Karuzu, a strange actor who joined an even stranger religion, and Haeh-Sakk, a popular poet.

Weaponry
The Himitsu clan relies on 3 kinds of weapons: Fans, Needles, and Umbrellas.
(Simple) Fan
Cost: 30 GP, Damage (M): 1d6, Critical: x3, Weight: 3 lbs. Type: Slashing
(Menu 1) Fan
Cost: 350 GP (Masterwork)
(Menu 2) Fan
Cost: 1000 GP (Masterwork)
(Menu 3) Fan
Cost: 5000 GP (Masterwork)
(Menu 3&2) Fan (This fan gets abilities as if it was a Menu 3 Fan and a Menu 2 Fan. In other words, it could get 5 Menu 2 abilities, or 10 Menu 1 Abilities, etc. etc.)
Cost: 10000 GP (Masterwork)
The Fan is used commonly by Syringes for close combat. The veins of these fans are made of a hard metal, and are similar to needles. Toils and Butterflies can build Fans with many special abilities (Described later), or enhance an already-built masterwork fan. They select abilities from one of three menus, defining the cost of these abilities. Someone equipped with a Fan may make a Bluff Check opposed to their opponent's Sense Motive Check before they attack. If they win the contest, they get a +4 to attack rolls on their first attack.

Needle
Cost: 1 SP, Damage (M): 1, Critical: x3, Range Increment: 10 feet, Type: Piercing
The Needles is a favorite distance weapon of Syringes. Often they carry a few for their simple utility. Several needles may be used to make an Open Lock check as if they were a set of thieve's tools.

Umbrella
Cost: 90 GP, Damage (M): 1, Critical: x3, Range Increment: 10 feet, Type: Piercing
Most Syringes do not use Umbrellas. Only a few Syringes and Butterflies dare use such a complex weapon. This weapon must be loaded with 5 needles to be used. All 5 needles are shot in one attack. Reloading this weapon with needles takes 1 full-round action.

Additional Abilites for Weapons
A weapon that specifies itself as having a "menu" can have certain abilities added to it it. These abilities can be mechanical or magical. A (Menu 1) weapon can have one ability from Menu 1 added to it. A (Menu 2) weapon can have one ability from Menu 2, or two abilities from Menu 1, added to it. A (Menu 3) weapon can have one ability from Menu 3, or two abilities from Menu 2, or four abilities from Menu 1, or an ability from Menu 2 and two abilities from Menu 1, added to it. Weapons with the "menu" specifier cannot be enchanted as normal weapons, instead, you must follow the rules for creating your own menu abilities.

Types of menu abilities
Menu abilities can be set to certain weapons, to only be made in certain ways etc. These specifiers change the meaning of an ability:
[Fan] This ability can only be applied to a fan.
[Needle] This ability can only be applied to a needle.
This ability can only be applied to an umbrella.
[Mechanical] This ability needs to be added with the help of a Toil.
[Magical] This ability needs to be added with the help of a Butterfly.
[Legend] This abilitiy needs to be added with the help of a Syringe.

[u]Menu 1
Menu 1 abilities are always mechanical. The price should be below 100 GP.

Needle-Storing [Mechanical]
The weapon gets the ability to store 5 needles. Treat this as an Umbrella for rules regarding throwing needles. (If it is already an umbrella, it just gains the ability to store an additional 5 needles.)
80 GP

Throwing [Mechanical] [Fan]
The weapon is able to be used as a thrown weapon, as if by the Throwing enchantment.
70 GP

Small Compartment [Mechanical]
The weapon has a small compartment in it, fit for hiding secret messages or small vials into. The weapon appears to be slightly larger than normal, one making a Search check with a DC of 20 can find the compartment.
60 GP

Injection [Mechanical]
This weapon has a small tank of poison in it. A successful hit injects the poison into the target. (No risk of poisoning)
100 GP (Poison costs are separate)

Menu 2
The abilities granted by Menu 2 can be either magical or mechanical. All Menu 2 magical effects are 0-level spells, cast by a level one caster, and with 1 charge a day. The cost should range from about 75 GP to 200 GP

Flare [Magical]
The user of the weapon can use the spell Flare once a day as if the user were casting the spell as a first-level caster.
95 GP, 3 XP. (Must be added by a caster.)

Light [Magical]
The user of the weapon can use the spell Light once a day as if the user were casting the spell as a first-level caster.
95 GP, 3 XP. (Must be added by a caster.)

Open/Close [Magical]
The user of the weapon can use the spell Open/Close once a day as if the user were casting the spell as a first-level caster.
95 GP, 3 XP. (Must be added by a caster.)

Razor Sharp [Mechanical]
Damage from the weapon is treated as if the weapon were a size category bigger than it really is.
200 GP

Menu 3
The abilities granted from Menu 3 can be magical, mechanical, or legendary. If magical, the costs for creating a Wondrous Item apply. There are no restrictions on how the magical effect is stored. In other words, it doesn't have to have a daily charge limit, or any other specific kind of delivering magic. If legendary, the ability is priceless, and cannot be added normally. A weapon with a legendary ability must be found, not made. (Legendary abilities are the remnants of heroic syringes, passing on their powers to their weapons after they die.) The cost should be 200 GP and higher.

Prestidigitation [Magical]
If the proper command word is spoken, the user uses the spell Prestidigitation as if she was casting it herself.
900 GP, 36 XP (Must be added by caster.)

Paragonal [Fan]
The fan does 3d8 damage. Its critical becomes x4.
800 GP

Dual [Fan]
The fan becomes a double weapon, but the user incurs none of the penalties of fighting with a double weapon. In other words, the damage becomes 1d6/1d6 (unless the amount of damage the fan does is changed by another factor.)
900 GP

Centipede Striker [Legendary]
The weapon is always treated as if it is poisoned with Small Centipede poison. There is no risk of poisoning to the user.
[Legendary]

Feats
Himitsu Weapons Proficiency [General]
You understand how to use the Himitsu clan's weapons in combat.
Prerequisite
You are a member of the Himitsu clan.
Benefit
You make attack rolls with War Fans, Needles, and Umbrellas normally.
Normal
A character who uses a weapon with which he or she is not proficient takes a -4 penalty on attack rolls.
Special
A fighter may select Himitsu Weapon Proficiency as one of his fighter bonus feats.

Local Trade [General]
You understand the local economy, and know how to get the best prices.
Prerequisite
Knowledge (local) 6 ranks
Benefit
If you pass a DC 15 Knowledge (local) check, you can buy or sell an item at 75% of the price you'd normally have to buy it for. (This increases how much you can sell an item for as well as lowering the cost of items you buy.)
Normal
You buy items at full price, and sell items at 50% of their store price.

Quick Umbrella Loading [General]
You can load an Umbrella weapon incredibly quickly.
Requirements
Quick Draw, ability to use an Umbrella without penalties.
Benefit
Reloading an Umbrella takes 1 swift action.
Normal
Reloading an Umbrella takes 1 full-round action.

Current
Currently, the members of the Himitsu clan are dispersed. Few survived, and they are all scattered. Most big cities, and several small cities, will have a segment of the clan, with anywhere between 3 to 10 people in it. Ordinaries will be trying to learn how to become a Syringe, Toil, or Butterfly. Family members try and support the clan any way they can. A few Lords survived, and they have tried to find more survivors. Usually members stay connected by sending letters.

SilveryCord
2006-09-02, 07:47 PM
Prestige Classes
These classes represent the Syringes, Toils, and Butterflies.

Syringes of the Secret
The beautiful, the intoxicating, and the roguish fighters of the Himitsu clan. Many of them are addicted to the adrenaline of sneaking inside tea houses and other public areas dressed as geisha, seducing their target and slipping a bit of poison into their drink. Most male Syringes try and avoid stealth, not wanting to be compared to the women. Thus, they end up inciting public riots by pulling out their heavy weaponry in the middle of large crowds, simply forcing themselves on their target. This has led to most males being encouraged to be Toils, but by now, it's become so ingrained in the culture, very few remember the rowdy male Syringes of old, instead thinking of the select few male syringes who rely on a different kind of stealth. But, on occasion, the older kind of Syringe emerges.
Hit Die
d6

Requirements
To qualify to become a Syringe, a character must fulfill all the following criteria:
Skills
Bluff (Cha) 4 ranks, Hide (Dex) 4 ranks, Disguise (Cha) 4 ranks, Knowledge (local) (int) 4 ranks.

Special
Must be part of the Himitsu clan. Must have killed someone with a Himitsu weapon as part of a mission given by a leader in the Himitsu clan. (A Himitsu-made War Fan, Umbrella, or Needle.)

Feats
Himitsu Weapon Proficiency

Class Skills
The Syringe's class skills are as a Rogue's.

Skill Points at Each Level
4 + Int modifier.

Class Features
All the following are class features of the Syringe.

Weapon and Armor Proficiency
A Syringe gains no proficiency with any weapon or armor.

Spells
Beginning at 1st level, a Syringe gains the ability to cast a number of arcane spells. To cast a spell, a Syringe must have an Intelligence score of at least 10 + the Spell's level, so a Syringe with an Intelligence of 10 or lower cannot cast these spells. Syringe bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the Syringe’s Intelligence bonus. When the Syringe gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level.

The Syringe’s spell list appears below. A Syringe casts spells just as a bard does.

Table: Syringe Spells Known
{table]Spells Known
Level1st2nd3rd4th
1st21
2nd3
3rd321
4th43
5th4321
6th443
7th44321
8th4443
9th4443
10th4444
[/table]
1. Provided the Syringe has sufficient intelligence to have a bonus spell of this level.
Table: Spells Per Day
{table]
Level1st2nd3rd4th
1st/0
2nd1
3rd20
4th31
5th320
6th331
7th3320
8th3331
9th3332
9th3333
[/table]
Secret Plan
A Syringe may insinuate that she has some significant advantage over her opponent. This may be done by snickering triumphantly, smiling, or even indicating through combat, possibly by being a bit lazier than usual with her strikes. Her opponent must make a Sense Motive Check with a DC of 20+Syringe class level+Intelligence Modifier, or suffer a -4 penalty to Sense Motive checks for the rest of the day. A Syringe can do this a number of times per day equal to half of her class level, rounded up.

Poison Use
Syringes are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a weapon.

Weapon Focus (Himitsu Weapons)
A Syringe gains a +1 bonus on all attack rolls she makes with a Himitsu weapon, as if she has the Weapon Focus feat for all Himitsu Weapons.

Fear Aura
At 3rd level, a Syringe may invoke fear to one target within 5 ft. per class level once per day. Every second level afterwords (5th, 7th, 9th), the number of times a Syringe can do this per day is increased by one. The DC for the Will Save of this fear effect is 10+Syringe Level+Int Modifier. The target of this ability is Shaken if it fails the check.

Secret Himitsu Strike
At 7th level, a Syringe may choose to add 3 damager per Syringe Level to one attack after she has made an attack roll. She may do this once per day.

Himitsu Unity
At 10th level, a Syringe may make a special Aid another action on a member of the Himitsu clan. This Aid another action grants +1 per Syringe level to an attack roll, AC, or a skill check. This ability may only be used once a day.


{table]
LevelBABFortRefWill
Special
1+0020Secret Plan, Poison Use, Weapon Focus (Himitsu Weapons)
2+1030-
3+2131Fear Aura
4+3141-
5+3141-
6+4252-
7+5252Secret Himitsu Strike
8+6/+1262-
9+6/+1363-
10+7/+2373
Himitsu Unity
[/table]

Syringe Spell List
Syringes choose their spells from the following list:
1st Level
disguise self, detect poison, feather fall, ghost sound, jump, obscuring mist, sleep, true strike.
2nd Level
alter self, cat's grace , darkness, fox's cunning, illusory script, invisibility, pass without trace, spider climb, undetectable alignment.
3rd Level
deep slumber, deeper darkness, false life, magic circle against good, misdirection, nondetection.
4th Level
clairaudience/clairvoyance, dimension door, freedom of movement, glibness, greater invisibility, locate creature, modify memory, poison

Toils of the Tinkerer
Toils are incredibly revered by the Himitsu clan as artisans of beautiful weaponry and buildings. They range from crafting small weapons to building amazing temples for worship. However, all of them trace their roots to crafting fans, an art considered the most important in the Himitsu clan.
Hit Die
d10

Requirements
To qualify to become a Toil, a character must fulfill all the following criteria.
Skills
Knowledge (any two) 4 ranks in each, Craft (Any) 4 ranks

Special
Must be part of the Himitsu clan. Must have crafted something for a member of the Himitsu clan worth at least 100 GP.

Class Skills
The Toil's class skills are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Wis), and Use Rope (Dex).

Skill Points at Each Level
8+ Int modifier

Class Features
All the following are Class Features of the Toils of the Tinkerer prestige class.

Weapon and Armor Proficiency
Toils gain proficiency with all Himitsu weapons.

Craft Basic Fan
A Toil may add an ability to a (Menu 1) fan. He may only add abilities that do not require a caster. The time it takes for him to do this is equal to one minute per GP cost of the new ability.

Craft Himitsu Weapon
A Toil gets a +4 bonus to Craft checks related to Himitsu Weapons.

Himitsu Attack
A toil using a Himitsu weapon gains a +2 to attack and damage rolls.

Favored Craft
At 2nd level, and every level afterwords, a Toil may choose one kind of weapon or item that can be made through the Craft skill. He gets a +6 bonus to making that kind of weapon or item. He may not choose the same item twice.

Himitsu Formation Attack
At the Toil's 3rd level, an ally may use an Aid Another action to add +1d6 to the Toil's damage roll. Bonuses from multiple allies stack.

Skill Enhancement
At the Toil's 3rd level, his skill-rank limit of level+3 is raised to level+5.

Craft Complex Fan
At 5th level, a Toil may add abilities to a (Menu 2) fan. He may only add abilities that do not require a caster. The time it takes for him to do this is equal to one minute per GP cost of the new ability.

Craft Wondrous Fan
At 7th level, a Toil may add abilities to a (Menu 3) fan. He may only add abilities that do not require a caster. The time it takes for him to do this is equal to one minute per GP cost of the new ability.

Instant Trap Creation
At 8th level, a Toil may retroactively create a trap within 20 feet of himself once per day. This means that the Toil can at any point decide that he has, sometime in the past, built a trap in that area. He must have had adequite time and access to the area to have built the trap, as well as all the proper resources.

Great Craft
At 10th level, a Toil gets a +6 bonus to all Craft checks.

BAB: 1/2
Fortitude: Good
Reflex: Poor
Will: Poor

Butterflies of Nature
(Note: This is a base class)
Butterflies of Nature utilize their unity with nature to cast powerful spells. Unlike druids, they do not rely on the forces of nature themselves, such as summoned animals or wild shaping. Instead, they master one of the five traditional Chinese elements, and use their amazing magic to protect nature.
Hit Die
d6

Class Skills
The Butterfly's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st level: (4+Int Modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier.

Class Features
Weapon and Armor Proficiency: Butterflies are proficient with all simple weapons. They are not proficient with any type of armor or shield.

Spells: A Butterfly casts divine spells, but her spell knowlede is limited, like a sorceror. Your butterfly begins play knowing four 0-level spells (inori) and two 1st-level spells of your choice, plus one 0-level spell and one 1st-level spell that are determined by your school. At each level, the butterfly gains one or more new spells. One spell of every level is determined by the Butterfly's school; sometimes these spells are normal spells on the butterfly spell list, but often they are additions to the spell list. A butterfly is limited to casting a certain number of spells of each level per day, but she need not prepare her spells in advance. A butterfly may use a higher-level slot to cast a lower-level spell is she so chooses. To learn or cast a spell, a butterfly must have a Charisma score of at least 10 + the spell's level. The Difficulty Class for saving throws against butterfly spells is 10 + the spell's level + the butterfly's Charisma modifier. Casting metamagic spells takes a full round if the spell is normally a standard action. If casting the spell takes longer, it takes an extra full-round action to cast the spell. Butterflies cannot use the Quicken Spell metamagic feat.

Element Focus: All Butterflies have a favored element: Earth, Fire, Metal, Water, or Wood. They gain additional spells of that element from a special list, but they cannot cast spells of an element that overcomes element.
Earth is overcome by Wood, which is overcome by metal, which is overcome by fire, which is overcome by Water, which is overcome by Earth.
Conversely, a Butterfly's favored element gives them an advantage in casting another kind of element. Spells of the element that a Butterfly's favored element 'generates' are allowed to have metamagic applied to them without the additional time of casting.
Water generates wood, which generates fire, which generates earth, which generates metal, which generates water.
Butterflies automatically gain the benefits of the Spell Focus feat for spells from their favored element.

Nature Sense
As the druid ability of the same name.

Wild Empathy
As the druid ability of the same name.

Spells per Day/Spells Known/BAB/Fort/Ref/Will: As druid.

Butterfly's Secret
At 5th level, and every 5 levels afterwords, a Butterfly may gain a new elemental ability of her favored element:

Earthly Craft [Earth]
Gain one Item Creation feat.

Earth Mastery [Earth]
You gain a +1 bonus on attack and damage rolls if both you and your opponent are touching the ground. If your opponent is airborne or waterborne, you take a -4 penalty on attack and damage rolls.

Fiery Resolve [Fire]
Once per day, you may maximize one Fire spell as if by the Maximize Spell feat as a free action.

Spreading Fire [Fire]
Once per day, you may widen one spell as if by the Widen Spell feat as a free action.

Forced Transmute [Metal]
Add 2 to the DC of all Transmutation spells you cast.

Water Mastery [Water]
You gain a +1 bonus on attack and damage rolls if both you and your opponent are waterbourne.

Plant Defiance [Wood]
You can turn (but not destroy) plant creatures as a good cleric turns undead. When determining the result of a turning attempt, treat all destruction results as normal turning. Treat immobile plant creatures as creatures unable to flee. This ability is usable a total number of times per day equal to 3 + your Charisma modifier. You use your highest caster level to determine the level at which you turns plants.

Augment Summoning [Earth or Water]
Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

Energy Resistance [Any]
Add 5 to your energy resistance towards the energy type that your favored element corresponds with. (Earth corresponds with acid, Fire corresponds with fire, Metal corresponds with electricity, Water corresponds with cold, and Wood corresponds with sonic.) You may take this multiple times. The bonus stacks.

Elemental Combat Casting [Any]
You get a +2 bonus on Concentration checks made to cast a spell or use a spell-like ability of your favored element while on the defensive or while you are grappling or pinned. This stacks with the normal Combat Casting.

Butterfly Spells
0-Level Butterfly Spells (Orisons)
[Water] Create Water
[Water] Detect Poison
[Fire] Light
[Fire] Flare
[Metal] Know Direction
[Earth] Purify Food and Drink
Cure Minor Wounds
Detect Magic
Mending
Open/Close
Read Magic
Prestidigitation

1st-level Butterfly spells
[Water] Bless Water
[Water] Curse Water
[Fire] Produce Flame
[Fire] Faerie Fire
[Earth] Detect Snares and Pits
[Wood] Detect Animals or Plants (May only be used to detect plants)
[Wood] Entangle
[Metal] Detect Snares and Pits
Calm Animals
Charm Animal
Cure Light Wounds
Endure Elements
Hide From Animals
Magic Fang
Pass Without Trace
Summon Monster I

2nd-level Butterfly Spells
[Water] Chill Metal
[Water] Delay Poison
[Water] Resist Energy (Cold only)
[Fire] Fire Trap
[Fire] Flame Blade
[Fire] Flaming Sphere
[Fire] Heat Metal
[Fire] Resist Energy (Fire only)
[Earth] Soften Earth and Stone
[Earth] Acid Arrow
[Earth] Resist Energy (Acid only)
[Wood] Tree Shape
[Wood] Wood Shape
[Wood] Resist Energy (Sonic only)
[Metal] Resist Energy (Electricity only)
[Metal] Protection from Arrows
[Metal] Rain of Needles
Barkskin
Bear's Endurance
Bull's Strength
Cat's Grace
Gust of Wind
Hold Animal
Owl's Wisdom
Restoration, Lesser
Summon Monster II
Summon Swarm

3rd-Level Butterfly Spells
[Earth] Meld into Stone
[Earth] Neutralize Poison
[Earth] Poison
[Earth] Protection from Energy (Acid only)
[Fire] Quench
[Fire] Protection from Energy (Fire only)
[Fire] Fireball
[Metal] Call Lightning
[Metal] Protection from Energy (Electricity only)
[Water]Sleet Storm
[Water] Water Breathing
[Water] Protection from Energy (Cold only)
[Wood] Diminish Plants
[Wood] Speak With Plants
[Wood] Spike Growth
[Wood] Protection from Energy (Sonic only)
Cure Moderate Wounds
Daylight
Magic Fang, Greater
Summon Monster III

4th-level Butterfly Spells
[Earth] Spike Stones
[Earth] Summon Nature's Ally IV (Earth only)
[Fire] Flame Strike
[Fire] Fire Trap
[Fire] Wall of Fire
[Metal] Rusting Grasp
[Metal] Poison Needles
[Water] Control Water
[Water] Ice Storm
[Water] Summon Nature's Ally IV (Water only)
[Water] Wall of Ice
[Wood] Antiplant Shell
[Wood] Blight
[Wood] Command Plants
Cure Serious Wounds
Dispel Magic
Freedom of Movement
Reincarnate
Scrying
Summon Monster IV

5th-Level Butterfly Spells
[Water] Transmute Mud to Rock
[Fire] Wall of Fire
[Earth] Commune with Nature
[Earth] Transmute Rock to Mud
[Earth] Stoneskin
[Wood] Tree Stride
[Wood] Wall of Thorns
[Metal] Call Lightning Storm
[Metal] Wall of Iron
Atonement
Awaken
Cure Critical Wounds
Hallow
Unhallow

6th-Level Butterfly Spells
[Earth] Move Earth
[Earth] Stone Tell
[Earth] Wall of Stone
[Fire] Fire Seeds
[Metal] Ironwood
[Metal] Spirit Needle
[Water] Control Water
[Wood] Liveoak
[Wood] Repel Wood
[Wood] Transport via Plants
Bear's Endurance, Mass
Bull's Strength, Mass
Cat's Grace, Mass
Cure Light Wounds, Mass
Dispel Magic, Greater
Find the Path
Owl's Wisdom, Mass
Summon Monster VI

7th-Level Butterfly Spells
[Earth] Control Weather (Heat wave only)
[Fire] Fire Storm
[Fire] Sunbeam
[Metal] Transmute Metal to Wood
[Water] Control Weather (Torrential rain, sleet storm, or fog only)
[Wood] Animate Plants
[Wood] Changestaff
Cure Moderate Wounds, Mass
Heal
Scrying, Greater
Summon Monster VII
True Seeing

8th-Level Butterfly Spells
[Earth] Earthquake
[Earth] Repel Metal or Stone
[Earth] Summon Monster VIII [Earth only]
[Fire] Sunburst
[Metal] Repel Metal or Stone
[Water] Summon Monster VIII [Water only]
[Wood] Control Plants
Cure Serious Wounds, Mass
Finger of Death
Word of Recall

9th-Level Butterfly Spells
[Earth] Elemental Swarm (Earth only)
[Fire] Elemental Swarm (Fire only)
[Metal] Storm of Vengeance
[Water] Elemental Swarm (Water only)
[Water] Summon Nature's Ally IX (Water only)
[Wood] Shambler
Antipathy
Cure Critical Wounds, Mass
Foresight
Regenerate
Shapechange
Summon Monster IX

Elemental Spell Lists:
A Butterfly gains knowledge of how to cast these spells as a Cleric would domain spells. As she levels up, she gains an additional spell from her list.

Earth
0-Acid Splash
1-Expeditious Retreat
2-Spider Climb
3-Speak with Dead
4-Summon Nature's Ally IV (Earth Only)
5-Wall of Stone
6-Move Earth
7-Control Undead
8-Maze
9-Summon Monster IX (Earth Only)

Fire
0-Dancing Lights
1-Melt
2-Pyrotechnics
3-Fire Wings
4-Wall of Fire
5-Fire Breath
6-Fire Seeds
7-Delayed Blast Fireball
8-Incendiary Cloud
9-Internal Fire

Water
0-Ray of Frost
1-Obscuring Mist
2-Animate Water
3-Gaseous Form
4-Wall of Ice
5-Cone of Cold
6-Control Water
7-Simulacrum
8-Horrid Wilting
9-Sympathy

Wood
0-Know Direction
1-Animate Wood
2-Wood Shape
3-Plant Growth
4-Control Plants
5-Wood Rot
6-Ironwood
7-Transmute Metal to Wood
8-Command Plants
9-Wail of the Banshee


---
Butterfly is unfinished, for now.

SilveryCord
2006-09-03, 09:56 PM
<<Reserved if I need it>>

Eighth_Seraph
2006-09-03, 10:42 PM
Wow. *claps* Great stuff, good flavor, awesome plot hook or complemementary location for an Oriental Adventures campaign. A few clerical errors in there that you may want to look up, but no major mistakes. Needles seem a bit weak, especially for use in an umbrall: 1-20 damage, based on a dance check, then another check versus the opponent's AC to see if they hit? Rather difficult to do damage I'd say. Also, I'm not sure how a one-handed fan could possibly hold thirty needles within it.

Now for your classes. Good flavor, though I didn't look all that closely for errors. One thing is that Toils seem more like an NPC class. I can't see any PC having too much fun with this particular class, what with the constant crafting and no real fighting or diplomatic uses and all.

All in all, a great supplement to keep on hand whenever a boat is taken to whatever fabled eastern continents your campaign world has.

SilveryCord
2006-09-04, 10:47 AM
Also, I'm not sure how a one-handed fan could hold 30 needles

Well, this is the same world were someone can call giant monsters from other dimensions. They just craft it very carefully :)

I kind of agree with you on the Toil thing, I completely forgot to give the toil the combat abilities I had planned on it, so I guess I need to work on that too.

SilveryCord
2006-09-06, 08:36 PM
Hate to double post, but does anyone know if there are already rules for a weapon similar to my umbrella? I can't really go the route of rolling a different attack roll for each one, and I don't really like how it is currently set up...

Brickwall
2006-09-08, 10:52 PM
A multi-needle shooter? Sorry, but there's a reason they haven't come out with anything that can shoot up to 20 ammunition at a time. It's just not right. You need at least a level 3 spell to access that kind of power, and this could be done at level 1 with a well-made character.

It needs nerfing. Much, much nerfing.

NullAshton
2006-09-08, 10:55 PM
This reminds me a lot of Naruto.

SilveryCord
2006-09-08, 10:59 PM
Bleh, Brickwall's no fun :)

I've significantly nerfed it, and I'm planning to rework everything dealing with needle-loading and such. (Fans included)

And as a side note, I completely dislike Naruto. Go figure :)

Brickwall
2006-09-09, 12:03 PM
He's referring probably to a specific set of weapons one temporary character used. They were umbrellas made of needles (really nettles, but functionally needles) that could only be seperated with ninja abilities. The similarities are astounding.

Also the giant war fan. There's one of those too.

Anyway, I think that dancing would not be necessary to shoot needles, just as lion taming isn't necessary to crack a whip. Remember that no weapon should rely on anything besides an attack roll. It's just not done. Flavor or not, there's a reason they made the combat system.

SilveryCord
2006-09-09, 06:48 PM
Well, Naruto stole that from real life. There are such umbrellas in existance, but as you can imagine, I'm sure they're difficult to use. I guess art does imitate life :)