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Tsumeken
2010-10-01, 07:05 PM
This is a project me and my wife, VirgoBushin are both working on. This is an example of what we have come up with for the first class available only; she's actually playing one out now so I can figure out what should be worked on or remained the same. Feel free to leave input (Either by posting here or PMming one of us) but don't be rude either. Until we can get a key for MS Word, we made our own tables per se so sorry about those not actually being there for the BAB, Saves, etc. but it's the best we can do at the moment. Thanks!

Bruiser

Hit Die: 1d12
Action Points: 1d4+1 at first level, then 1 per every level gained
Class Skills: Climb [Str], Craft [Armor, Weapons] (Int), Handle Animal [Cha], Intimidate [Cha], Jump [Str], Knowledge (Government) [Int], Knowledge (Tactics) [Int], Knowledge (Technique) [Int], Listen [Wis], Ride [Dex], Search [Int], Sense Motive [Wis], Spot [Wis], Survival [Wis], Swim [Str], Tumble [Dex]
Skill Points at First Level: (4+Int modifier) x 4
Skill Points at Each Level: 4 + Int modifier

Brusier
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Defense/Reputation

1st|
+1|
+2|
+1|
+0|
Bonus Feat, Talent|+1/+0

2nd|
+2|
+3|
+1|
+0|
Bonus Feat|+1/+0

3rd|
+3|
+3|
+2|
+0|
Talent|+2/+0

4th|
+4|
+4|
+2|
+1|
Bonus Feat|+2/+1

5th|
+5|
+4|
+2|
+1|
Talent|+2/+1

6th|
+6/+1|
+5|
+3|
+1|
Bonus Feat|+3/+1

7th|
+7/+2|
+5|
+3|
+1|
Talent|+3/+1

8th|
+8/+3|
+6|
+3|
+2|
Bonus Feat|+3/+2

9th|
+9/+4|
+6|
+4|
+2|
Talent|+4/+2

10th|
+10/+5|
+7|
+4|
+2|
Bonus Feat, Talent|+4/+2[/table]

Weapon & Armor Proficiencies: Proficient with all simple and martial weapons and proficient with all armors.

Talents
Martial Discipline
Boxing [Able to do +1 more unarmed attacks at half of your highest melee attack. This can only be done while unarmed] (I.e. If your to hit with melees is +8, your second attack is at +4. If you are entitled to a second attack due to your base attack bonus, [i.e. +6/+1], then you would get a third attack which would be done at [+6/+1/+3]. Also, your unarmed attacks are counted as armed.]

Martial Arts [This can only be taken once. When taken, select from any of the following: Crane, Dragon, Snake, Tiger. You are now allowed to take any other talents that require your chosen Martial Discipline. Also, all unarmed attacks are counted as armed.]

Shuck and Jive [If an opponent makes an attack against you and misses, you may take a 5 foot step towards, away, or around your opponent (this counts for both melee and ranged attacks).
Prerequisites: Boxing, Mobility

Crane Style [Kicks have their damage treated as 1d8+your Strength modifier. As a free action, once per round, you may perform a Jump check. If your check defeats your opponent's AC, you perform a Jump kick that deals 1d12 plus your Strength modifier.]
Prerequisites: Martial Discipline [Crane]

Dragon Style [You may make one attack as a full-round action that does not provoke an attack of opportunity with both fists that delivers a punch to your opponent's chest that deals 1d12 plus 2x your Strength modifier. This effect does not include any added damage bonus from feats such as Power Attack.]
Prerequisites: Martial Discipline [Dragon]

Snake Style [If your opponent misses you, you may make an unarmed attack at half your highest melee attack modifier. This ability cannot be used unless you are engaged with the enemy (i.e. Cannot be used against a ranged attack).
Prerequisites: Martial Discipline [Snake]

Tiger Style [When hitting an opponent with both hands, you may make an automatic grapple check to throw your opponent to the ground, causing them to become prone. If used against an opponent that is already prone, you may mount them. During this time, your opponent will be denied their Dexterity bonus to their AC, though you will retain yours.]
Prerequisites: Martial Discipline [Tiger]

Powerful
Bracing [Any character with this talent may prepare for an attack in advance by making a Sense Motive check opposed by the Enemy's Attack Roll. If your Sense Motive is successful, the attack deals half damage. Note this can be used against any type of attack other than special abilities (I.e. Fire breath, lightning, anything that is not a natural attack like a punch, kick, or attempted attack with a weapon)

Burning Resolve [Once per day, if an attack would reduce a character to -10 or below, the character may make a Fort save (DC 10+1/2 the damage from the attack). If the save is successful, any damage from the attack is negated and the character is allowed to continue (I.e. Luffy is at -8. Thanks to Diehard, he is still up. Lucci makes a final attack against Luffy, dealing 21 points of damage, reducing Luffy to -29. Luffy activates Burning Resolve and must make a Fort Save (DC 20). He makes it with a 22. Luffy's hit points remain at -8 instead of being reduced to -29 and he is allowed to continue to fight)]
Prerequisite: Con Score of 16+

Strong Arm [The character with this talent is allowed to use weapons as if he were one size larger without penalty. This effect does not stack with feats that would grant him this ability [I.e. Monkey Grip].
Prerequisites: Strength 16+

Intimidating Bulk [A character with this talent counts as one size larger when making grapple checks. However, this does not increase their size so smaller characters do not gain extra attack benefits against them.]
Prerequisites: Bracing

Strong
Power Blow [Able to make one attack if were able to do two, but at twice your Str. modifier]

Feat of Strength [Twice per day, a character is allowed to add twice their strength modifier to any skill check that uses Strength.]

Build-Up [A character may take a defensive action that adds +2 to his AC to make an attack in the next turn at double damage. However, afterwards, his AC will be reduced by 4 for the next 2 rounds.]
Prerequisites: Power Attack, Power Blow

Heavy Lifting [A character's max weight and lifting capacity are calculated as if their Strength was +5 more.]
Prerequisite: Feat of Strength

Destructive
Signs of Madness [A character taking this feat adds +2 to all Will saves against mind-affecting abilities but takes a -4 to Wisdom.]

Pressing Forward [A character retains full movement abilities while passing through rubble or heavy undergrowth.]

Berserker Rage [When a character with this ability is reduced to 1/3 of their max HPs, they may no longer make skill checks. The character gains +4 to both Strength and Constitution and is treated as having the Diehard feat if they did not already have it; if they already have the Diehard feat, they may remain standing until their hit points remain negative of their Constitution score. This rage lasts 10 rounds, after which, the character will become exhausted and fall prone/unconscious. A character that dies [i.e. Reduced to -10 or lower] after his rage has given out is allowed to make one Fort Save to bring them up to -9 and stabilize.]
Prerequisites: Signs of Madness, Endurance, Improved Toughness

Breaker Force [A character with this ability deals +10 to any weapon, armor, or object during a Sunder Attempt.]
Prerequisite: Improved Sunder

Bonus Feats: Animal Affinity, Archaic Weapon Proficiency, Athletic, Blind-Fight, Brawl, Cleave, Combat Martial Arts, Combat Reflexes, Exotic Melee Weapon Proficiency, Great Cleave, Improved Brawl, Improved Bull-Rush Improved Combat Martial Arts, Improved Overrun, Improved Sunder, Improved Toughness, Iron Will, Power Attack, Toughness, Weapon Focus

Tsumeken
2010-10-01, 08:35 PM
Gunner

Hit Die: 1d8
Action Points: 1d4+1 at first level, then 1 per every level gained
Class Skills: Bluff [Cha], Climb [Str], Craft [Ammunition] (Int), Disable Device [Int], Disguise [Cha], Hide [Dex], Jump [Str], Knowledge (Anatomy, Geography, Government, Local, Nature) [Int], Listen [Wis], Move Silently [Dex], Open Lock [Dex], Search [Int], Sense Motive [Wis], Sleight of Hand [Dex], Spot [Wis], Survival [Wis], Swim [Str], Tumble [Dex], Use Magic Device [Cha], Use Rope [Dex]
Skill Points at First Level: (6+Int modifier) x 4
Skill Points at Each Level: 6 + Int modifier

Bonus Feats: Every even level, gain 2 at first level
Bonus Talents: Every odd level, gain 1 at first level

Gunner
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Defense/Reputation

1st|
+0|
+0|
+2|
+1|
Bonus Feat, Talent|+1/+0

2nd|
+1|
+0|
+2|
+1|
Bonus Feat|+1/+0

3rd|
+1|
+0|
+3|
+1|
Talent|+1/+0

4th|
+2|
+0|
+3|
+2|
Bonus Feat|+1/+1

5th|
+2|
+1|
+4|
+2|
Talent|+2/+1

6th|
+3|
+1|
+4|
+2|
Bonus Feat|+2/+2

7th|
+3|
+1|
+5|
+3|
Talent|+2/+2

8th|
+4|
+2|
+5|
+3|
Bonus Feat|+2/+2

9th|
+4|
+2|
+6|
+3|
Talent|+3/+3

10th|
+5|
+2|
+6|
+4|
Bonus Feat|+3/+3[/table]

Weapon & Armor Proficiencies: Proficient with all simple and firearms (Ranged) weapons and proficient with light armors.

Talents
Ranged Specialization
Scope [Increase the range increment on any ranged weapon by 1.5 (50%) and take no ranged penalties for any shots at that or below distance (except melee of course). This feat does not stack with Far shot or any abilities that would increase the range of a weapon.]

Prepared Shot [You may prepare a ranged attack (i.e. You may take a ranged attack on an opponent's turn when they move within range).]
Prerequisites: Scope

Cripple [Make a ranged attack at -2 from your attack bonus. If the attack succeeds, the character now moves at half their movement speed until healed (naturally or magically) by at least 1 point of damage.]
Prerequisites: Precise Shot, Point Blank Shot

Ranged Disarm [Make a ranged attack at a -4 from your base attack. If the attack hits, your opponent drops their weapon. Any damage is dealt to the weapon with 1 damage dealt to it's wielder.]
Prerequisites: Precise Shot, Point Blank Shot

Sniper
Snipe [Ignore concealment bonuses to target's AC if any of your opponent can be seen.]

Head Shot [Make a called shot with a ranged attack at a -4 to hit. Any character hit by this attack makes a Fort Save (DC 10+1/2 Gunner+Gunner's Dex Mod). Failing results in being knocked to -9, succeeding causes 1/2 damage. This ability can only be used once per target.
Prerequisite: Dex Score of 16+, Scope, Snipe, Precise Shot

Close Range Sniping [Any sniping ability (i.e. Head Shot) can be used at close range within 30 feet.]
Prerequisites: Snipe

Black Bullets [You are allowed to place your Haki (Charisma modifier) into your damage. Also, your bullets may now damage Logia-type fruit users (i.e. Kujaku, Ace, Kizaru, Akainu)]
Prerequisites: Snipe, Haki Focus (Color of Armaments), Character Level 6+

Maneuvering
Eagle Eye [Reduce any mischance on a ranged attack by 10% to a minimum of 0.]

Duck and Cover [If you are within 5 feet of an object or opponent that you could hide behind, after firing a ranged attack, you may take a 5 foot step and maneuver behind the object/opponent. Maneuvering this 5 feet into an opponent's adjacent square, they are given an attack of opportunity.]
Prerequisite: Dodge

Rolling Shot [The user is allowed to make a Tumble check from any flat surface and come up, ready to fire. The DC for the Tumble check needs to be equal to or higher than 15.]
Prerequisites: Tumble 6+ ranks, Quick Draw

Ricochet [The character is allowed to ricochet an attack off any surface to hit a character behind an object that would grant them partial or total concealment.]
Prerequisites: Dex 16+, Knoweldge (Tactics) 6+

Sharpshooting
Improved Quick Draw [You can draw up to two firearms weapons only and fire with a -2 penalty. The -2 is only for the turn you pull your guns out and fire though.]

Trick Shot [During a defensive action, you may attempt to shoot another projectile [i.e. Arrow, bullet, cannonball]. You must hit the opponent's attack roll or better for it to succeed. Your attack is considered at -4 for small or tinier projectiles and -2 for medium or larger ones. Any projectile that is at least two size categories larger than your ammunition can not be shot out of the air this way. Thus if you are using sling bullets (small), you can not shoot out cannon balls (large).]
Prerequisites: Precise Shot, Spot 8+ ranks, Listen 8+ ranks

Improved Ricochet [If a character misses with a ranged attack and has a secondary attack with a ranged weapon, you may make a second attack with the ranged weapon to ricochet the first back out to your intended target. This shot is at a -2 but if this attack succeeds, both bullets/ammunition hit the original target. No Strength bonus is applied on damage from this.]
Prerequisites: Ricochet, Precise Shot

X-Shot [The character is able to cross his arms in the form of an X and shoot at two separate targets at your highest base attack bonus. This can only be done with pistols.]
Prerequisite: Dex 17+, Two-Weapon Fighting, Ambidexterity, Two other Gunner Talents

Bonus Feats: Ambidexterity, Archaic Weapon Proficiency, Combat Expertise, Combat Reflexes, FireArms Weapon Proficiency, Heavy Firearm Proficiency, Improved Initiative, Improved Precise Shot, Lightning Reflexes, Many Shot, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Shot on the Run, Weapon Finesse, Weapon Focus

Tsumeken
2010-10-01, 11:09 PM
Entertainer

Hit Die: 1d6
Action Points: 1d4+1 at first level, then 1 per every level gained
Class Skills: Appraise [Int], Bluff [Cha], Concentration [Con], Diplomacy [Cha], Disguise [Cha], Escape Artist [Dex], Gather Information [Cha], Hide [Dex], Jump [Str], Knowledge (Any) [Int], Listen [Wis], Move Silently [Dex], Open Lock [Dex], Perform (Any) [Cha], Profession [Wis], Sense Motive [Wis], Sleight of Hand [Dex], Spot [Wis], Tumble [Dex], Use Rope [Dex]
Skill Points at First Level: (8+Int modifier) x 4
Skill Points at Each Level: 8 + Int modifier

Entertainer
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Defense/Reputation

1st|
+0|
+0|
+1|
+2|
Bonus Feat, Talent|+0/+1

2nd|
+0|
+0|
+1|
+3|
Bonus Feat|+0/+1

3rd|
+1|
+0|
+2|
+3|
Talent|+1/+2

4th|
+1|
+1|
+2|
+4|
Bonus Feat|+1/+2

5th|
+2|
+1|
+2|
+2|
Talent|+1/+2

6th|
+2|
+1|
+3|
+5|
Bonus Feat|+2/+3

7th|
+3|
+1|
+3|
+3|
Talent|+2/+3

8th|
+3|
+2|
+3|
+6|
Bonus Feat|+2/+3

9th|
+4|
+2|
+4|
+3|
Talent|+3/+4

10th|
+4|
+2|
+4|
+7|
Bonus Feat|+3/+4[/table]

Bonus Feats: Every even level, gain 2 at first level
Bonus Talents: Every odd level, gain 1 at first level

Weapon & Armor Proficiencies: Proficient with all simple weapons and proficient with light armors.

Talents
Charm
Charms [A character with this chooses male or female. Charisma checks are made at a +2 against the chosen gender. This talent can be taken multiple times.]

Flirt [Gain modifier equal to your Entertainer levels to all Charisma-related checks against members of the opposite gender.]
Prerequisites: Charms, Charisma 14+

Entice [Make a Diplomacy check against an enemy or enemies (as a full-round action) equal to half the Entertainer's Level (Max of 5). All affected enemies must make a Will Save (DC 10+1/2 the Entertainer's Level+Entertainer's Charisma Modifier). Failing results in all affected enemies to take a move action towards the Entertainer during the next turn but may not take any other action.]
Prerequisites: Diplomacy 6+ ranks, Charm, Flirt

Beauty Smiles [Add Charisma modifier to Will Saves once per round.]
Prerequisites: Charisma 14+

Deception
Beauty Secrets [Gain a +4 to Disguise checks when using make-up.]

Smirk [Once per round, you force an enemy to make a Will Save (DC 10+1/2 Entertainer Level+Cha Modifier). Any enemy failing their save is considered (for the next attack only) flat-footed. This ability can only be used once per target.]
Prerequisites: Cha 14+

Crocodile Tears [Once per battle. After receving an attack that deals more then your constitution modifier + class level. You fall to the ground and begin to cry, the opponent must make a will save (DC 10+Cha+1/2 total level) or become overcome with remorse. A opponent in this state can not take any action until the character either stops crying, a save is made, or it is attacked. The opponent affected by this talent is considered flatfooted and can be the victim of sneak attack from the player who originaly performed the fake tears.
Prerequisite: One talent from Charm tree, Female, Smirk

Hidden Agenda [While making a Diplomacy check against a member of the opposite sex, you are allowed to make a Sleight of Hand check to lift something off of the other person's check whom you have just made a Diplomacy check with. You can not take something if you can not see it or if it's too big for your hand to conceal (I.e. A hidden knife stays hidden unless you make a Spot check prior to doing this... or a rifle.]
Prerequisites: One Talent from Charm and one other talent from Deceptive

Inspiration
Cheer [One ally for every two levels (Max of 5) within 30 feet of you gain +1 to all attacks, saves, and checks. This bonus increases to +2 at level 5 and +3 at level 10. This can only be used twice per day.]

Encore [One target enemy or ally affected by this must perform the same action they just did in the previous round, if possible. If they fail, they receieve a -1 to all checks, attacks, and saves for 1d4+Entertainer's Cha Modifier rounds due to depression. If they succeed, they gain +1 to all attacks, checks, and saves for 1d4+Entertainer's Cha Modifier rounds due to confidence. The save DC for this ability is 10+1/2 Entertainer's Level+Cha Modifier and can be used once per encounter. ]
Prerequisitie: Cheer

Rally [Choose up to a number of allies equal to half of your Entertainer level within 30 feet of you (max of 5). Each ally gains HPs equal to 1d10 (temporary) plus Entertainer's Charisma Modifier. This ability is allowed to give hit points higher than max through the encouragement. (I.e. Say your max hit points are currently 16. You've just taken a shot to the gut... hard... for 8 points of damage, making your hit points now 8. The Entertainer of your group cries out to you to not give up and rolls for the 1d10, resulting in a 10. Their Cha Modifier is a 4 so you gain 14 temporary hit points, bringing you up to 22 which is over your max.) This can be used once per encounter and the effect only lasts a number of turns equal to the Entertainer's Level.]
Prerequisites: Cheer, Entertainer Level 4+

Degrade [This can affect either allies or enemies. The Entertainer angrily berates the target, telling them how worthless and stupid they are. The target then makes a Will Save (20+Cha Modifier of the Entertainer-Target's Cha Modifier) Failing this save afflicts the target with a crushing feeling of despair, resulting in -4 to all checks, saves, and attacks for the rest of combat. Succeeding a save results in the target flying into a rage, making him gain +4 to all checks, saves, or attacks. Enemies who succeed the save will automatically attempt to attack the Entertainer while allies will attempt to show the Entertainer they can do better. ]
Prerequisites: Cha 16+, Entertainer Level 6+, One other talent from Deception

Shock and Awe
Slip of the Tongue [The Entertainer will randomly blurt out something of either secret or tabooish nature regarding to either an ally or enemy. The target must then make a Will Save (DC 10+1/2 the Entertainer's Level+Cha Modifier). Failure results in the target being stunned for one round while success leads to gives the target a +1 to attacks and saves for the next round due to being proud of such a thing.]

Double Innuendo [When making a Diplomacy check, the Entertainer can slip in a word with a double meaning. The victim must make a Sense Motive check to discern the meaning of the word at a -2 against the Entertainer's Diplomacy check. Failure results in the target taking a temporary 1d4 points of Intelligence and Wisdom damage. Success negates the effect. This can be used once per target.]
Prerequisites: Diplomacy 10+ ranks, Slip of the Tongue, 1 Talent from Deception

Shriek [The Entertainer can give a loud, piercing shriek that causes all within 30 feet, including allies and enemies, to make a Fort Save (DC 10+1/2 Entertainer's Level+Entertainer's Con Modifier). Those who fail the save are dazed for 1 round and deafened for 1d4 rounds. Success has no ill effects.]
Prerequisites: Constitution 14+, Entertainer Level 4+

Bearing It All [The Entertainer, when attempting a Diplomacy check, may add their Entertainer level. If the check is higher than an opposed Diplomacy check or Sense Motive check made by the target, they suddenly feel compelled to tell the Entertainer anything they want to know. Any sensitive information (i.e. Secrets, fears, location of treasure, etc.) gives the target another opposed check at a -5 to the original Diplomacy check from the Entertainer (i.e. If the Entertainer's 1st Diplomacy Check was 30, then it is now considered 25). This -5 is cumulative every time the target fails. Success negates all of these effects for 24 hours. This can be used once per target.]
Prerequisite: Cha 16+, Diplomacy 10+ ranks, Entertainer Level 6+, Double Innuendo, One talent from Charm

Bonus Feats: Acrobatic, Agile, Ambidexterity, Athletic, Combat Expertise, Deceitful, Dodge, Exotic Weapon Proficiency, Improved Initiative, Lightning Reflexes, Mobility, Negotiator, Persuasive, Quick Draw, Stealthy, Weapon Finesse.

Debihuman
2010-10-02, 10:13 AM
There are tables you can use here to help set this up. It's hard to see what you are doing without a complete chart.


NAME OF CLASS
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
+x|
+x|
+x|Class Ability

4th|
+x|
+x|
+x|
+x|Class Ability

5th|
+x|
+x|
+x|
+x|Class Ability

6th|
+x|
+x|
+x|
+x|Class Ability

7th|
+x|
+x|
+x|
+x|Class Ability

8th|
+x|
+x|
+x|
+x|Class Ability

9th|
+x|
+x|
+x|
+x|Class Ability

10th|
+x|
+x|
+x|
+x|Class Ability

11th|
+x|
+x|
+x|
+x|Class Ability

12th|
+x|
+x|
+x|
+x|Class Ability

13th|
+x|
+x|
+x|
+x|Class Ability

14th|
+x|
+x|
+x|
+x|Class Ability

15th|
+x|
+x|
+x|
+x|Class Ability

16th|
+x|
+x|
+x|
+x|Class Ability

17th|
+x|
+x|
+x|
+x|Class Ability

18th|
+x|
+x|
+x|
+x|Class Ability

19th|
+x|
+x|
+x|
+x|Class Ability

20th|
+x|
+x|
+x|
+x|Class Ability[/table]

Tsumeken
2010-10-02, 10:20 AM
Thank you for the table. We'll get to using it and editing in the first 3 classes for levels.

Tsumeken
2010-10-22, 12:27 PM
Classes:

Doctor

Hit Die: 1d8
Action Points: 1d4+1 at first level, then 1 per every level gained
Class Skills: Concentration [Con], Craft [Int](Any), Diplomacy [Cha], Gather Information [Cha], Heal [Wis], Knowledge (Any) [Int], Listen [Wis], Perform (Medical Procedures) [Cha], Profession [Wis], Sense Motive [Wis], Spot [Wis], Use Magic Device [Cha], Use Rope [Dex]
Skill Points at First Level: (6+Int modifier) x 4
Skill Points at Each Level: 6 + Int modifier

Doctor
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Defense/Reputation

1st|
+0|
+1|
+0|
+2|
Bonus Feat, Talent|+0/+1

2nd|
+1|
+1|
+0|
+3|
Bonus Feat|+0/+2

3rd|
+1|
+2|
+0|
+3|
Talent|+1/+2

4th|
+2|
+2|
+1|
+4|
Bonus Feat|+1/+3

5th|
+2|
+2|
+1|
+4|
Talent|+1/+3

6th|
+3|
+3|
+1|
+5|
Bonus Feat|+2/+4

7th|
+3|
+3|
+1|
+5|
Talent|+2/+4

8th|
+4|
+3|
+2|
+6|
Bonus Feat|+2/+5

9th|
+4|
+4|
+2|
+6|
Talent|+3/+5

10th|
+5|
+4|
+2|
+7|
Bonus Feat|+3/+6[/table]

Weapon & Armor Proficiencies: Proficient with all simple and martial weapons and proficient with light armors.

Talents
Healing
Tend Wounds [A character with this talent gains +2 to all Heal checks and if working on a wounded patient for 6 consecutive hours makes a Heal check and heals the receipiant for half the result of the heal check.]

Quick Fix [A character with this talent can create a small batch of medicine and bottle it for later use. Each bottle created this way only has a shelf life of 6 hours and restores 1d8 hit points when consumed. Each batch costs 50 gold to make one potion.]
Prerequisites: Wisdom 14+, One Pharmacutical talent

Mend [A character with this talent may use Heal checks to repair muscle tissue, tendons, ligaments, and broken bones or anything else that cannot normally be treated with Heal checks and is a medical condition. A character must make a Heal check (DC 10+Injured Character's Level+Number of Injuries) . This check is not instantaneous, however, as it takes 24 hours of constant uninterrupted work to be successful.]
Prerequisites: Heal 6+ ranks, Doctor Level 4+, One other Healing Talent

Miracle Worker [A character with this talent has an incredible feel for healing. By making a Heal check (DC 20+Receipiant's Level) and spending 24 hours working on a patient, the character can recover even the most fatal wounds and would only lose out to old age as a cause of death. Failure in this save results in the target dying while under the Doctor's care. If you succeed this check, you are considered to be exhausted for the next 24 hours; otherwise failure leads to a depression lasting 1d4 days. During this time, all checks, attacks, and saves shall be at a -4.]
Prerequisites: Doctor Level 7+, Two other Healing Talents, Heal ranks 10+, Wisdom 14+

Malpractice
Unlawful Help [A character with this talent is allowed to use Heal checks on unwilling receipiants, though this causes them to be considered a "rogue doctor", giving them a bad reputation and increasing it by 1.]

Vital Points [A character with this ability can make a Spot check in mid-battle opposed by an opponent's Sense Motive check modified by their Defense bonus (if any). On a successful check, the next attack from this character is considered a critical hit. This ability may only be used once per encounter.]
Prerequisites: Spot 6+ ranks, Doctor Level 3+

Graft [A character with this talent can perform the medical taboo of grafting (attaching extra limbs or other appendages to a creature). This ability can only be used once per patient. A Heal check must be made (DC 20+1/2 Patient's Level). On a successful check, the patient makes it through the operation with their extra limb in tact. They receive a -3 Charisma permanently due to the alien look they now have. This bonus is negated if the limb can be hidden but when seen, it returns. A failure of this check results in the patient making a Fort Save (DC 20+1/2 Doctor's Level). Failure on the patient's behalf results in a permanent -4 Constitution while success causes the damage to only be temporary.]
Prerequisite: One other Malpractice talent, Int 14+, Doctor Level 5+

Necromancy [A character with this talent has become obsessed with solving the greatest medical problem -- death. On any fresh corpse [less than 24 hours dead], the character may make a Heal check (DC 20+Dead Character's Level). On a successful check, the dead is reborn as an undead servant of the doctor. All previous stats receive a -2 except for Constitution which is considered 0. The Necromantic ritual requires a full day's work and may only be performed once every 2 weeks. If the doctor already has an undead minion, they may not use this ability. Also, characters brought back to life by this skill can not exceed more than 1/2 the doctor's level.]
Prerequisites: Doctor Level 8+, Two other Malpractice talents, Wis 17+

Pharmacist
Medical Drugs [A character with this talent gains a +2 to all Heal checks and Knowledge (Nature) checks to identify plants.]

Poison Pill Creation [A character with this talent may use Craft (Medicine) (DC 15) in order to create a poison pill. The poison from this pill can be either physically or mentally affecting but must be decided upon creation. Each pill can last 1 day before becoming innert. Any creature taking a pill must make a Fort Save (DC 10+Doctor's Level+Doctor's Wisdom Modifier) or be subject to it's poison. Physical poison reduces all Strength, Dexterity, and Constitution of the victim by half temporarily while mental poison does the same for Intelligence, Wisdom, and Charisma. The effects of the poison last for 1 hour per Doctor Level.]
Prerequisitie: Medical Drugs, Doctor Level 4+

Raging Pill [A character with this talent may create a drug that increases one's destructive tendancies. The Strength of a character increases by 4 while their AC decreases by 2. While under the effect of the drug, characters may not make Skill checks or use Talents. The Rage lasts for a number of turns equal to the Doctor's Level.]
Prerequisites: Medical Drugs, Doctor Level 4+

Hallucinatory Drugs [The doctor may create a drug that causes the victim to see things that aren't there if they fail a Will Save (DC 10+Doctor's Level+Doctor's Wisdom Modifier). These drugs are usually tailored to show the victim their greatest fear. For the next 1d4 turns on a failed save, the character will take a -2 to all checks, attacks, and saves as they try to fight off the effects of the fear.]
Prerequisites: Medical Drugs, Doctor Level 4+

Psychologist
Tell [A character with this talent gains a +2 to all Sense Motive checks. If a character sees an attack from another person, they can be ready for it by making a Sense Motive check against the attack roll. Success reduces the damage by half.]

Profile Reader [Make an Intelligence check (DC 10+1/2 Opponent's Level+Opponent's Intelligence Modifier). Success gives the Doctor +1/2 their level to all Bluff, Diplomacy, Sense Motive, Intimidate, Gather Information and Knowledge checks made against the target.]
Prerequisites: Doctor Level 3+, Intelligence 14+, One other Psychology Talent

Trance [Using a swinging object as a medium, the Doctor can attempt to place all opponents within 30 feet currently looking in his direction (to a max of 5) into a trance-like state, causing them to fall asleep for 1d4 turns unless a Will save is made (DC 10+1/2 Doctor's Level).]
Prerequisites: One other Psychological Talent, Charisma 14+

Mass Hypnosis [Using a swinging medium, the Doctor is allowed to place one character per level (to a max of 20) into a Trance-like state where they may be issued commands. Characters must make a Will Save (DC 15+1/2 Doctor's Level) This ability may be used on allies as well who can choose to voluntarily fail the will save. The commands that may be issued are "Attack", "Defend", "Run", "Sleep", "Forget". Attack and Defend cause characters to gain the Diehard feat while under the influence [if they didn't already have it], Forget causes the targets to forget the last 1d4 hours, Sleep lasts for 1d4 turns as does Run.]
Prerequisite: Cha 16+, One other Psychology Talent, Doctor Level 8+

Bonus Feats: Alertness, Ambidexterity, Deceitful, Dodge, Endurance, Exotic Weapon Proficiency, Improved Initiative, Iron Will, Lightning Reflexes, Negotiator, Persuasive, Poison Use, Run, Self-Sufficient, Skill Focus [Any], Toughness, Weapon Finesse.

Special Note: All Pills can be also used in liquid or powder form, though those made as powders lose half of their duration for lethality. Liquid poisons retain normal duration of 6 hours unless applied to a weapon, which causes them to evaporate within 1d4 turns of application.

Tsumeken
2010-10-22, 12:40 PM
Classes:

Navigator

Hit Die: 1d6
Action Points: 1d4+1 at first level, then 1 per every level gained
Class Skills: Appraise [Int], Bluff [Cha], Concentration [Con], Craft (Cartography) [Int], Diplomacy [Cha], Disguise [Cha], Escape Artist [Dex], Forgery [Int], Gather Information [Cha], Hide [Dex], Knowledge (Astronomy, Geography, Local, Meteorology, Nature) [Int], Listen [Wis], Navigation [Int], Profession [Wis], Speak Language [N/A], Spellcraft [Int], Spot [Wis], Swim [Str], Use Rope [Dex], Use Magic Device [Cha]
Skill Points at First Level: (6+Int modifier) x 4
Skill Points at Each Level: 6 + Int modifier

Navigator
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Defense/Reputation

1st|
+0|
+0|
+1|
+2|
Bonus Feat, Talent|+0/+1

2nd|
+0|
+0|
+1|
+2|
Bonus Feat|+0/+1

3rd|
+1|
+0|
+2|
+3|
Talent|+0/+2

4th|
+1|
+1|
+2|
+3|
Bonus Feat|+1/+2

5th|
+1|
+1|
+2|
+4|
Talent|+1/+2

6th|
+3|
+1|
+3|
+4|
Bonus Feat|+1/+3

7th|
+3|
+1|
+3|
+5|
Talent|+1/+3

8th|
+3|
+2|
+3|
+5|
Bonus Feat|+2/+3

9th|
+4|
+2|
+4|
+6|
Talent|+2/+4

10th|
+4|
+2|
+4|
+6|
Bonus Feat|+2/+4[/table]

Weapon & Armor Proficiencies: Proficient with all simple and proficient with no armor.

Talents
Navigation
Sense of Direction [Once per day you can make an Intelligence check to ensure you and your ship are heading the right way and you know what direction North is]

Risky Maneuvers [You are allowed to maneuver ships through narrow straights and even up rivers without penalty to your Navigation checks.]
Prerequisites: Navigation 6+

Full Sail [Increase the movement rate of a ship that you have navigated for at least one day by 1.5 (50%) it's average movement speed.]
Prerequisites: Navigator Level 3+

Combat Maneuvering [You are allowed to make a Navigation check and add half of this check to your ship's total AC when under attack. This check can only be done once per sea encounter.]
Prerequisites: Navigator Level 5+

Forecast
Weather Predicting [Upon making a successful Knowledge (Meteorology) check (DC 20), you are able to successfully make predictions. You can determine the following conditions: Sunny, Foggy, Stormy]

Gauging Winds
Prerequisites: Knowledge (Meteorology) 10+ ranks, Navigation 10+ ranks

Static Spark [By taking a turn to build up an electrical charge, the Navigator may attack with a ball of electrical energy, doing 1d6+1/level (to a max of 10). This attack can be used as either a ranged touch attack or a melee one. This attack may also be conducted through any metal weapon, adding it's damage to that of the weapon.]
Prerequisites: Navigator Level 5+, Knowledge (Meteorology) 10+ ranks

Summon Cloud [Summons 1d4 small clouds to provide cover. These clouds can be attacked by the Static Spark skill. Any cloud hit with that skill becomes electrically charged and deals 1d4 points of damage to any creature inside or passing through it. Clouds last for 1 minute/Navigator level and occupy any 5 foot space adjacent to the navigator.]
Prerequisites: Navigator Level 7+, Knowledge (Meteorology) 12+ ranks

[B]Luck
Gambling [Once per day, you can reroll any initiative, attack, skill check, or save roll but you must only choose one and take the second result.]

That's Not Fair! [Any effect that lasts more than 1 round affecting this character is reduced by 1 round to a minimum of 1.]
Prerequisites: Gambling

Fickle Fate [Any effect that is targeting you, you can make a Reflex save against. (DC 10+Opponent's Level). If you succeed, the effect of the ability or attack is redirected to the nearest other target. This can only be used once per encounter.]
Prerequisites: Gambling, Reflex Base Save +4

Try Again? [Once per encounter, you may choose one target and force him to reroll an attack roll he/she has already made. They must take the new result.]
Prerequisite: Gambling, Navigator Level 6+

Mechanical
Mending [Able to repair mechanical or constructs by 1d8+Navigator Level.]

Inspiration [By taking this talent, the character is able to add their Navigator level to any Craft check.]
Prerequisite: Craft as a class skill and Mending

Craft Mastery [Choose a specific Craft Skill [i.e. Craft (Armor)]. You are able to craft these at -5 the normal DC it would take to craft this specific Item.]
Prerequisites: Craft 10+ ranks

Mend Ship [As per Mending but can only be used on ships. Requires at least 8 hours of work. Roll 1d10+Intelligence Modifier x the number of hours you worked on it. This number determines how many HPs you repair on your ship.]
Prerequisite: Mending, Navigator Level 7+

Bonus Feats: Combat Casting, Combat Expertise, Deceitful, Deft Hands, Endurance, Investigator, Iron Will, Item Creation (Brew Potion, Craft Wondrous Item), Lightning Reflexes, Magical Aptitude, Negotiator, Persuasive, Run, Sailor's Balance, Sea Legs, Self-Sufficient, Ship's Mage, Skill Focus, Storm Magic, Weapon Finesse

Tsumeken
2010-10-22, 12:50 PM
Classes:

Historian

Hit Die: 1d6
Action Points: 1d4+1 at first level, then 1 per every level gained
Class Skills: Appraise [Int], Bluff [Cha], Climb [Str], Concentration [Con], Craft (Any) [Int], Decipher Script [Int], Diplomacy [Cha], Disable Device [Int], Disguise [Cha], Escape Artist [Dex], Forgery [Int], Gather Information [Cha], Jump [Str], Knowledge (Any) [Int], Listen [Wis], Open Lock [Dex], Perform (Any) [Cha], Profession [Wis], Search [Int], Sense Motive [Wis], Speak Language [N/A], Spot [Wis], Survival [Wis], Swim [Str], Tumble [Dex], Use Rope [Dex]
Skill Points at First Level: (8+Int modifier) x 4
Skill Points at Each Level: 8 + Int modifier

Historian
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Defense/Reputation

1st|
+0|
+0|
+2|
+1|
Bonus Feat, Talent|+0/+1

2nd|
+0|
+0|
+2|
+2|
Bonus Feat|+0/+2

3rd|
+1|
+1|
+2|
+2|
Talent|+1/+2

4th|
+1|
+1|
+3|
+3|
Bonus Feat|+1/+3

5th|
+1|
+1|
+3|
+3|
Talent|+1/+3

6th|
+2|
+2|
+3|
+4|
Bonus Feat|+2/+4

7th|
+2|
+2|
+3|
+4|
Talent|+2/+4

8th|
+2|
+2|
+4|
+5|
Bonus Feat|+2/+5

9th|
+3|
+3|
+4|
+5|
Talent|+3/+5

10th|
+3|
+3|
+4|
+6|
Bonus Feat|+3/+6[/table]

Weapon & Armor Proficiencies: Proficient with all simple weapons and proficient with light armors.

Talents
Linguist
Extrovert [Gain +2 when speaking with someone you speak the same language as on Gather Information and Diplomacy checks.]

Extensive Vocabulary [This can only be used when making a Diplomacy check. Your opponent makes an opposed Sense Motive check at a -2 for their check. If you beat their Sense Motive, their attitude adjusts one level towards friendly. If you fail, their attitude recedes one level towards hostile.]
Prerequisite: Extrovert, Cha 14+

A Way With Words [Gain +2 to all Bluff and Decipher Script Checks.]
Prerequisites: Historian Level 3+

Mannerism [A Sense Motive Check can be made at a +2 against an opponent's Bluff Check. If successful, all other skill checks against the target gain +2.]
Prerequisites: Historian Level 3+

Dead Language
Unknown Symbol [A Historian may make an Intelligence check (DC 13) to recognize the symbols of a language they do not speak currently and offer a rough translation.]

Ancient Writing [Your obsession with Dead Languages gives you a +2 to Decipher Script checks as well as the ability to write in the language.]
Prerequisite: Int Score of 16+

Ancient Wonder [Make an Intelligence Check (DC 16). against any unknown object or device. If you succeed, you are able to determine what it was used for.].
Prerequisites: Intelligence 16+, Historian Level 4+

Past Life [Due to your obsessive study, you have found an ancient ancestor (Not literally, you only found out about them). With this newfound knowledge, all checks involving Ancient Lore gain +2. Also, when dealing with others who know of your heritage, you are treated as having 2 higher Intelligence and Charisma.]
Prerequisites: Historian Level 6+

Ancient Knowledge
Ancient Technology

Following Tradition [Due to your extensive studies, you gain a +2 bonus to your Bluff and Disguise checks. Those who know of you or your heritage gain a +2 to their Sense Motive or Spot checks.]
Prerequisite: Historian Level 3+

Ancient Relic [Make an Intelligence check (DC 20-1/2 Historian Level [Rounded down]). Success results in recognizing the location of an artifact. You must spend two days of uninterrupted studying in order to use this. This talent can only be used once per level until it succeeds.]
Prerequisites: Historian Level 6+, Ancient Wonder

Relic Knowledge [Make an Intelligence check (DC 25-1/2 Historian's Level). The relic which you have previously acquired is now usable. Ask your DM for details on the relic.]
Prerequisite: Historian Level 8+, Ancient Relic (Succeeded at least once)

[B]Tomb Raiding
Tomb Guide [Gain +2 to all Search and Disable Device checks.]

Trap Savvy [Characters with this talent gain DR 5/traps.]
Prerequisite: Tomb Guide

Trigger [If a character with this talent triggers a trap that would not entitle them to a saving throw, they are allowed a Reflex save to avoid the trap's effect completely.]
Prerequisites: Tomb Guide, Historian Level 3+

Improved Tomb Guide [All allies within 30 feet of the Historian gain Trap Sense +2.]
Prerequisite: Tomb Guide, Historian Level 5+, Trap Savvy

Bonus Feats: Agile, Alertness, Archaic Weapon Proficiency, Athletic, Combat Expertise, Dash, Diligent, Dodge, Investigator, Iron Will, Multicultural, Negotiator, Nimble Fingers, Persuasive, Run, Skill Focus, Trustworthy, Weapon Finesse, Weapon Focus

Tsumeken
2010-10-22, 01:03 PM
Classes:

Weapons Expert

Hit Die: 1d10
Action Points: 1d4+1 at first level, then 1 per every level gained
Class Skills: Climb [Str], Intimidate [Cha], Jump [Str], Knowledge (Tactics) [Int], Knowledge (Technique) [Int], Listen [Wis], Sense Motive [Wis], Spot [Wis], Survival [Wis], Swim [Str], Tumble [Dex]
Skill Points at First Level: (2+Int modifier) x 4
Skill Points at Each Level: 2 + Int modifier

Weapons Expert
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Defense/Reputation

1st|
+1|
+1|
+2|
+0|
Bonus Feat, Talent|+1/+0

2nd|
+2|
+1|
+3|
+0|
Bonus Feat|+2/+0

3rd|
+3|
+2|
+3|
+0|
Talent|+2/+1

4th|
+4|
+2|
+4|
+1|
Bonus Feat|+3/+1

5th|
+5|
+2|
+4|
+1|
Talent|+3/+1

6th|
+6/+1|
+3|
+5|
+1|
Bonus Feat|+4/+2

7th|
+7/+2|
+3|
+5|
+1|
Talent|+4/+2

8th|
+8/+3|
+3|
+6|
+2|
Bonus Feat|+5/+2

9th|
+9/+4|
+4|
+6|
+2|
Talent|+5/+3

10th|
+10/+5|
+4|
+7|
+2|
Bonus Feat|+6/+3[/table]

Weapon & Armor Proficiencies: Proficient with all simple, martial, and archaic weapons and proficient with light armors.

Talents
Dual Wielding
Two-Weapon Style [Character is granted the bonuses from the feat "Two Weapon Fighting". If a character with this talent has the Two Weapon Fighting Feat their penalties for using their off hand weapon are reduced by 2 to a minimum of 0. This talent's Benefits do not count as having Two Weapon Fighting as the feat need for perquisites of further talents.]

Cross Strike [This counts as a full-round action. Make a single attack roll against the enemy using both weapons. Roll damage for weapons separately if the hit connects.]
Prerequisites: Two-Weapon Style

Sword Dance [Make a Balance check (DC 15). Failure results in the technique not working. Success results in being able to hit all opponents within a 5 ft. adjacent square anywhere around you.]
Prerequisites: Two Weapon Fighting, Two Weapon Style, Dex 16+

Two Style Mastery [Any penalties you'd normally have while using two weapons (i.e. from Two-Weapon Fighting and as long as they are appropriate for your size), you can now wield with no penalties].
Prerequisites: Two-Weapon Fighting, Two-Weapon Style, Dex 16+

Speed
Increased Speed [Increase your base land speed by 10.]

Dash Attack [This counts as a full-round action with no attacks of opportunity. You may make an attack against your opponent with your sword(s) that is within range of movement for your base movement. Add 5 to the damage roll if this attack hits.]
Prerequisite: Dash

Quick Cut [You may make an attack action against a ranged attack as long as the projectile does not exceed one size category larger than your weapon. If you successfully defeat the range attacker's attack roll, you can deflect the projectile 5 feet into an unoccupied square.]
Prerequisites: Strength 16+, Quick Draw

Quick Parry [This can only be used when wielding a light weapon. Gain a +2 to your AC against incoming melee attacks.]
Prerequisites: Weapon Finesse, Light Weapon (Own one), Weapon Focus [Any light weapon]

Single Weapon
Sheath Proficiency [You may wield the sheath of your sword or a sheathed sword as a weapon, dealing damage appropriate for the weapon size (small=1d4, medium=1d6, etc.). You may treat this damage as lethal or non-lethal.
Special: Without this ability, all damage from sheathes are non-lethal.]

Vital Strike [Make a called shot for a specific joint or, with an appropriate Knowledge (Anatomy) check, organ. Make an attack roll at a -4. Your opponent must make a Fortitude Save (DC 10+Damage about to take). If the save succeeds, it does not land where you intended and does only half damage. If the save fails, your opponent drops immediately to -8 HPs. This can only be used once per target.]
Prerequisites: Knowledge (Anatomy) 10+, Weapons Expert Level 8+, At least two other Weapons Expert talents

Heavy Strike [This counts as a full-attack action. Swing a single sword all the way around to hit an enemy for twice your Strength modifier damage. If this attack scores a critical hit, quadruple the Strength damage. This can only be used once per target. The user loses their Dex modifier to AC for the next round if this attack misses.]
Prerequisites: Weapon Focus [Any one handed sword], Power Attack

One Sword Style Quick Draw and Resheath [A character using this ability forfeits their attack action to sheath their sword. An opponent making a melee attack against this character provokes an attack of opportunity, rolled with a +2 bonus to hit. If this attack hits, the opponent must make a Fort Save (DC 10+1/2 Weapons Expert Level+1/2 Damage) or become dazed for one round. If the opponent was making multiple attacks, only the first one can be attempted to counter. If the counter succeeds, the opponent forfeits after the one which was countered.]
Prerequisite: Sheath Proficiency, Quick Draw, Weapons Expert Level 5+

Polearms
Bunt [When using a polearm that has a 10 foot reach, the user is able to use the back end to hit an opponent with no penalty to attack foes adjacent to you. This deals only half the weapon's damage.]

Windmilling [After twirling a polearm with at least a 10 foot reach, you may bring it down and either hit an opponent directly in front of you for twice your Strength modifier damage or swing it around and hit everyone around you in an adjacent 5 foot square surrounding you.]
Prerequisite: Balance 6+, Dex 12+

Polearm Grab and Toss [When using a blunt polearm or staff, you may use the end you are not holding to literally grab your opponent by that end, hoist them up in the air, and toss them into an adjacent 5-10 ft. square in front or beside you. You must make a grapple check after a successful strike to ensure this ability can be used. The thrown opponent will take an extra 1d4 points of damage from the toss.]
Prerequisites: Ambidexterity, Strength 17+

Pole Dance [By placing a polearm in an empty square adjacent to you, the user can perform a whirlwind attack against all opponents surrounding that one square.]
Prerequisite: Windmilling, Balance 6+, Base Attack Bonus 5+

Bonus Feats: Ambidexterity, Blind-Fight, , Combat Exptertise, Exotic Melee Weapon Proficiency, Great Fortitude, Improved Initiative, Power Attack, Quick Draw, Run, Weapon Finesse, Weapon Focus, Weapon Specialization

Tsumeken
2010-10-22, 01:57 PM
Marine
Reputation Bonus: +1
Wealth Bonus: +1

Bonus Skills: Climb, Diplomacy, Gather Information, Intimidate, Knowledge (Geography, History, Marines/Military) Spot, Swim, Use Rope
Bonus Feats: Point Blank Shot, Skill Focus [Any Marine Skill], Weapon Focus [Longsword, Rifle]

Special: Begin automatically with a Marine Coat [+2/+6 -0 AC check]

Privateer (Pirate)
Reputation Bonus: +1
Wealth Bonus: +2
Bounty: 5+Reputation

Bonus Skills: Climb, Disguise, Escape Artist, Forgery, Gather Information, Jump, Navigation, Open Lock, Sleight of Hand, Spot, Survival, Swim, Use Rope

Feats: Deft Hands, Quick Draw, Rapid Reload, Sea Legs, Skill Focus, Weapon Proficiency [Firearms]

Scout
Reputation Bonus: +0
Wealth Bonus: +0

Bonus Skills: Climb, Concentration, Disable Device, Disguise, Gather Information, Hide, Jump, Knowledge (Local, Nature), Listen, Move Silently, Search, Spot, Survival, Swim
Bonus Feats: Run, Dash, Skill Focus [Any Scout Skill]

Treasure Hunter
Reputation Bonus: +0
Wealth Bonus: +3

Bonus Skills: Appraise, Decipher Script, Disable Device, Escape Artist, Gather Information, Knowledge (Dungeoneering, History), Open Lock, Search, Spot, Use Magic Device, Use Rope
Bonus Feats: Skill Focus [Any Treasure Hunter skill], Weapon Finesse, Alertness

Captain (Pirate)
Reputation Bonus: +2
Wealth Bonus: +2
Bounty: 7+Reputation

Bonus Skills: Bluff, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Intimidate, Knowledge (Local, History, Navigation, Outlaw/Pirate), Open Lock, Sense Motive, Sleight of Hand, Survival, Swim
Bonus Feats: Deft Hands, Quick Draw, Rapid Reload, Sea Legs, Skill Focus, Weapon Proficiency [Firearms]

Special: Starts with a Pirate Coat [+3/+6 -1 AC check]

Bounty Hunter
Reputation Bonus: +1
Wealth Bonus: +1
Bounty: 1d4+Reputation

Bonus Skills: Climb, Concentration, Decipher Script, Diplomacy, Gather Information, Handle Animal, Heal, Intimidate, Knowledge (Local), Listen, Open Lock, Profession, Sense Motive, Spot, Survival, Swim, Use Rope
Bonus Feats: Track, Weapon Focus [Any simple or martial weapon], Self-Sufficient

Baroque Works
Reputation Bonus: +2
Wealth Bonus: +1
Bounty: 3+Reputation

Bonus Skills: Bluff, Diplomacy, Disguise, Forgery, Gather Information, Hide, Listen, Move Silently, Open Lock, Sleight of Hand, Survival
Bonus Feats: Skill Focus (Any Baroque Works skill), Stealthy, Sea Legs, Weapon Finesse, Toughness, Deceitful

Mercenary
Reputation Bonus: +1
Wealth Bonus: +2
Bounty: 5+Reputation

Bonus Skills: Climb, Disguise, Escape Artist, Forgery, Gather Information, Jump, Navigation, Open Lock, Sleight of Hand, Spot, Survival, Swim, Use Rope
Bonus Feats: Toughness, Alertness, Dodge, Endurance, Rapid Reload, Quick Draw

Street Urchin
Reputation Bonus: +0
Wealth Bonus: +1

Bonus Skills: Bluff, Open Lock, Search, Sleight of Hand, Spot, Survival
Bonus Feats: Run, Dash, Self-Sufficient, Stealthy, Weapon Finesse

Thief
Reputation Bonus: +0
Wealth Bonus: +2

Bonus Skills: Appraise, Bluff, Disable Device, Disguise, Escape Artist, Forgery, Move Silently, Open Lock, Search, Sense Motive, Sleight of Hand, Spot, Tumble
Bonus Feats: Alertness, Combat Expertise, Deft Hands, Dodge, Improved Initiative, Nimble Fingers, Quick Draw, Run

firemagehao
2010-10-22, 07:17 PM
Could you add cook somewhere. In Class or occupation.

Tsumeken
2010-10-22, 08:19 PM
I'll probably add it as a class since as shown in the manga their are the power foods that increase stats for set amounts of time so I'll get on that.

Tanuki Tales
2010-10-23, 10:42 AM
I only skimmed for the time being, so excuse my ignorance.

Historian should be something more along the lines of Scholar. I'm assuming the class is based on Nico Robin and she was an Archaeologist (though I'd also say she's an Anthropologist or a Linguist) and not a Historian specifically.

Is Weapon Expert supposed to cover Usopp or Franky?

And how do you plan to cover the nightmare that will be Devil Fruits?

Tsumeken
2010-10-23, 11:05 AM
I only skimmed for the time being, so excuse my ignorance.

Historian should be something more along the lines of Scholar. I'm assuming the class is based on Nico Robin and she was an Archaeologist (though I'd also say she's an Anthropologist or a Linguist) and not a Historian specifically.

Is Weapon Expert supposed to cover Usopp or Franky?

And how do you plan to cover the nightmare that will be Devil Fruits?

Weapons Expert we actually got from Zoro mainly but Nami did help out with the Polearms section. Gunner is more Usopp considering the Sniping Tree Talent and Franky is under the Mechanical Talent Tree from Navigator, though he most likely has at least several levels of bruiser along with some of the Prestige classes I'm working on.

Devil Fruits are being dealt with on a come-as-they-go basis. Right now I'm in the process of recruiting a small group of guinea pigs [my wife being one] to join in testing.. Since the three types of Devil Fruits are known [Zoan, Lugia, and Parmecia] they will be dealt with depending on what category they fit into. A character that has applied will be testing out Zoan fruits. Other fruits will be addressed as need comes to them.

firemagehao
2010-10-23, 11:13 PM
You could treat Devil fruit like templates.

Also: Can I play-test this please?:elan:

Tsumeken
2010-10-24, 05:09 PM
it's level 1 right now and I'm working on placing the area righ tnow

Tsumeken
2010-10-25, 10:44 AM
Paramecia Fruit (all Paramecia Fruits carry a LA+1 along with other changes determined by their fruit)

If you are a Devil Fruit user it costs one action point to use any skill or talent given to you by your devil fruit.

This rule had been edited and shall be reposted shortly as I have written it out in a much more balanced and detailed manner

Gomu Gomu no mi
ablilites: Elasicity, Rubber body
A character with this fruit can streach up to 10+ 10ft/lvl to make attacks. Attacks made with this friuts powers are considered ranged for the purposes of determining accuracy, but do add the chracter strentgh modifier to damage rolls, unless they are truly meele attacks. (the chracter with this fruit is engaged with the enemy they are facing)

Ability/Stat Bonuses: Con +2 DR/5 Slash,Pierce

abilities by lvl.
1 Increased Flexibility, Endurance, Over Consumption
2 -
3 Streching attack (+1d4 / 10ft)
4 -
5 Diehard
6 Wound up attacks (+1d6)
7 Storing abilities
8 Rubber Doping/ AKA 2nd gear
9 -
10 Rubber Bones / AKA 3rd Gear

Increased Flexibility
Characters add their level to their tumble, jump, and climb checks. they also take no damage from 20 ft of falling. if they fall from higher up they subtract 20 ft from the total distance.

Endurance:
Given the Endurance feat

Over Consumption:
Must eat twice the daily allotment of food as a usual character of their size.

Streching attack:
Characters can take a move action to stretch their limbs back (as determined by level) and shoot them forward to cause extra damage to an opponent in melee combat with them. This action is considered the same as beginning a bull rush and therefore is privy to attacks of opportunity.

Diehard:
considered to have the Diehard Feat, if the feat is already obtained through normal means then it's ability is increased to use the character con score as the maximum negative number one can remain conscious at.

Wound up attack:
A character may wind his limb into a coil causing it to spin on impact, this attack ignores any DR.

Storing abilities:
A character can store water or air in their bodies of a volume equal to 1.5 lbs times their body weight. this can expelled at an time as a blast of water pressure or air that on a failed fort save (DC 10+1/2HD + con mod) this attack deals no damage but knocks the victim back at a rate of 1d10x5 ft. this blast can either be expelled as a line of 100ft or a cone of 50ft.

Rubber Doping/ 2nd Gear
Characters with this ability can increase the number of actions they get per round by 2 (this includes doubling their attack and move actions) by taking a full round action to activate this effect.. This ability though can only be used for a number of rounds equal to their constitution modifier. Afterwards the chracter is considered fatigued (a second uses causes exhaustion). This effect also reduces a characters max age by 1d4-2 each time the ability is used.

Rubber Bones/ 3rd Gear
Characters with this ability can cut themselves (causing 1 point of damage) and blow air into their bones, causing them to expand in a great amount, this ability requires a full round action. If applied to a limb the damage from that limb is considered to be from a attack of the same type at 2 size catagories above the users (stength damage is also increased by an amount of 3x original str modifer). If applied to the chracters body his DR increases by 10 for all types of attacks, including energy based attacks. This ability unlike 2nd gear can only be used for half your constitution modifier length of turns, after which any gamage suffered in the next turn is doubled due to the readjustment of the muscles and skeleton.

This is my first of many df's I'll list, I'll proabbly put one of each up at this time to show what they do

Tsumeken
2010-10-26, 08:04 AM
Bara Bara no mi
ablilites: Body Seperation, Parts control
A character with this fruit can disasemble their bodies allowing them to attack at a range (50ft+15ft/level maximum of 200ft) The segemented body given by this fruit causes lines to appear along their limbs and body at major joints like those on a worm. If a body part levaes the area of a chracters influence they are not allowed to command that part of their body until they move within range of it once again, one drawbak to this fruit is that though all body parts become segmentd at the joints the feet (below the ankles) cannot be controled and there fore must reamin stationary while attacking with Bara Bara abilities.

Ability/Stat Bonuses: Dex +1 DR/5 Bludgeon

abilities by lvl.
1 Segmented Body, Handy Trick
2 -
3 Body Quickfire
4 -
5 Whirlwind assault (30 ft)
6 Power Throw, Advanced Bara Bara
7 Quick Separation
8 -
9 Whirlwind Assault (50 ft)
10 Bara Bara Mastery

Segemented Body:
All joints of the users body are marked with the very prominent black lines that act as guides to show separation points. Bara Bara ranged unarmed attacks are available doing 1d4+Str mod

Handy Trick:
The User is allowed to make ranged grapples by firing their hands and making a grapple check. They may also use skills that require the use of hands at long range such as (Open Lock, Sleight of Hand, Etc)

Body Quickfire:
you can return your body parts in the same turn that you fire them instead of having to wait for your next turn to have them return to you

Whirlwind Assault:
You may preform a single attack against enemies around you equal to the x+2 where x is you characters total level. The range on this ability increases at level 9

Power Throw:
Characters with this ability are considered to have the Power Throw feat. (trade +1 BAB to add +1 damage to a ranged attack) characters with this feat already improve the ratio to +!/+2

Advanced Bara Bara:
Ranged attacks caused Bara Bara abilities increase their damage to 1d6+Str mod instead of 1d4. At 10th level this ability is increased again, making all Bara Bara attacks deal 1d8+Str mod.

Tsumeken
2010-10-27, 02:24 PM
Horo Horo no mi
ablilites: Astral Projection, Sprit Summoning
A character with this fruit can create a ghostly spirit known as a Negative Hollow's. They can be used for a number of purposes which include spying and demoralizing enemies. After time a user of this ruit can even turn themselves into a ghost and pass through solid matter as the hollows do but unlike them they cannot interact with it. Weaknesses of this fruit include all normal weaknesses of a DF user as well as being competely vunerable during their astral projection state as thier real body lies limp and is unable to move until they rejoin with it.

Ability/Stat Bonuses: LA+1 Str -1 Cha +2

abilities by lvl.
1 Maximum Hollow (1), Negative Hollow
2 -
3 Maximum Hollow (2), Mini Hollow
4 Advanced Negative Hollow
5 Hollow Bomb, Astral Projection (50ft)
6 Maximum Hollow (3)
7 Grand Phantasm
8 Superior Negative Hollow, Astral Projection (100ft)
9 Maximum Hollow (4), Toko Hollow
10 Toko Bomb, Improved Hollow Bomb

Hollow Summonings
Maximum Hollow: This number indicates the number of hollows you an have active at one time. Costs differ when using Mini Hollow or Toko Hollow. each Negative Hollow is considered 1, Mini Hollows are considered .5, and each Toko Hollow is considered 3

Negative Hollow: These small sized ghost are considered to always have 1hp no matter what level the chracter who summoned them is. Ac is 15 and increases by 3 at each advancement of the Negative Hollow skill. These ghosts cannot attack by normal means and make charge attacks to pass through their targets at +3 (+1 per advancement) targeting touch AC (these charges do provoke attacks of oppurtunity) if sucessful a Will save must be made for the target (DC 10+1/2 DFusers level+DF users Cha bonus) failure results in a crushing despair to befallthe victim giving them -2 to all attacks/damage/checks/and saves for 1 minute/lvl of the DF user. This negative effect increases by -2 for each advancement of the skill. All Hollows are considered to be incoporeal and recieve a 50%iss chance to even the most accurately aimed attacks. If a character affected by a Negative Hollow Succeds in thier Will save the Hollow disappears

Mini Hollow: these tiny sized specters rush at oppents and grab onto them, holding in place until given their next orders. They do not hamper the creature they are attached to in any way and annot be felt attaching.

Hollow Bomb: giving the order to explode through thought, all mini hollows that this character has created do so, ausing 1d4+! for each hollow ttached to any creature. there is no save for this damage. this skill does 1d6+3 when improved for each exploding Hollow.

Astral Projection: By falling into a trance like sleep a character can remove their astral spirit from their own body and gain a fly speed equal to their movement speed. While in this form their spirit is immune to all damage from ny source but cannot interact with objects/people/or anything solid. Astral Projections count as 1 towards total Hollow count and can create Hollows though which an still preform their desired effects.

Grand Phantasm: While in Astral form the chracter can increase their size catagory instantaniously by 3. This form causes all opponents that are at least 2HD lower that can see the character to preform Will saves (DC10+1/2DF users lvl +Cha mod) or be Shaken for 1d4 rounds any character who succeds cannot be affected by users same fear aura for 24 hours.

Toko Hollow: A Huge sized Hollow that can clamp onto the enemies, of at least one size catagory less then it, with it's oversized mouth. This effect is like a grapple and can hold characters in place for as long as the Hollow is told to do so. Unlike other Hollows, Toko Hollow's have 10hps and are therefore much harder to dissapate.

Toko Bomb: The Toko Hollow sacrafices itself and erupts in a ball of fire on it's held victim dealing 4d10+20 points of damage. No save can be made to avoid/reduce damage from this attack.

Tsumeken
2010-10-27, 02:32 PM
Baku Baku no mi
abilities: Body Augmentation, Eat Practically Anything.
A character with this fruit can eat almost anything from poison to people with no ill effects on their body. They may even go so far as to assimilate aspects of their eaten objects to their own bodies to increase their potential for lethality in combat.

Ability/Stat Bonuses:Str+2 Con+2 Dex-4

abilities by lvl.
1 Assimilate Metal/Wood (1), Swallow Whole
2 Poison Immunity, Storage (type 1)
3 Assimilate Metal/Wood (2)
4 Regurgattack, Storage (type 2)
5 Disease Immunity, Assimilate Metal/Wood (3)
6 Storage (Type 3)
7 Assimilate Metal/Wood (4)
8 Storage (Type 4)
9 Assimilate Metal/Wood (Full Body)
10 Storage (Type 5), Swallow Lot

Baku Buffet
Assimilate Metal/Wood: The user may eat an object of the type indicated and assimilate it into their limbs for a number of rounds equal to their Con mod. The number of limbs that they may assimilate are equal to the number after the skills name. At higher levels the user an change their entire body to the material.

Swallow Whole: A character way swallow up to 1 Object of the same size or 2 objects of small size. each size category smaller is doubled for the number of objects held in the characters stomach. All object s in the characters stomach disappear if they are kept for more then the characters con modifier hours. A character holding a person inside (through willful consumption) must spit them out in half that time. Unwilling occupants cause a Fort save made for each turn they hold the opponent (DC10+swallowed Characters Str mod+total HD of swallowed Character.

Storage: The character may store a number of items/people in their body as long as they do not violate the rules for a bag of holding of the type numbered next to the skill.

Poison Immunity: Character is Immune to Ingested Poisons, this also allows them to consumes poisoned food. At higher levels this ability changes to also include Diseases and Diseased food as well.

Regurgattack: The character may spit out a object or character that is stored in their stomach in order to make a attack. The damage and range of this attack varies on the size of the object or person
Small or smaller: range 60ft damage 2d4+str mod
Medium: range 40ft damage 2d6+str mod
Large or larger: range 20ft 3d8+(str modx2)

Swallow Lot: You may increase the amount of things you can swallow by twice what you can now, also you may now swallow one object or creature one size larger then you.

Tsumeken
2010-10-27, 02:36 PM
Mero Mero no mi
abilities: Charm, Petrification
A character with this Fruits abilities are considered to have the Entice ability as per the talent from the tree of the Charm Talent Tree, if they already have this ability it's maximum targets that it may affect is doubled. The user gains more exceptional powers with this fruit such as the ability to petrify their enemies within their own emotions

Ability/Stat Bonuses: LA+2 Con -1Cha +3

abilities by lvl.
1 Awaken, Mero mero Beam (Single Target)
2 Pistol Kiss
3 Mero Mero Beam (Line 60ft)
4 -
5 Mero Mero Beam (Cone 40ft)
6 Lovely Viasage
7 Mero Mero Beam (Area 20x20)
8 Seducing Attack
9 -
10 Slave Arrow, Mero Mero Master

Mero Mero Magic
Mero Mero Beam: this attack is used against any opponent that failed a save against the Entice talent used in the previous round. The target of this attack must make a Will Save (DC 10+1/2 lvl+Cha mod) any failed save results in petrification for a number of rounds equal to the users Cha mod. this attack can affect multiple enemies as it's skill increases as well as finally allowing for permanent Petrification at level 10. All ranges of the beam are within 50ft of the user.

Awaken: Any petrified character can be returned to flesh instantly with this ability

Pistol kiss: Fire a ranged (attack range 60ft) in the form of a heart shaped bullet by blowing a kiss to the enemy, this attacks damage is 1d4+Cha mod. You may only fire one per round regardless of extra attacks you may have.

Lovely Visage: Any character of the opposite gender who fails their save vs Enticement receives a -2 to all will saves for as long as they can still see the user of this ability

Seducing Attack: A opponent hit with a unarmed attack must make a fort save (DC 10+1/2 lvl+Cha mod) Or be petrified for a number of rounds equal to the users Cha mod.

Slave Arrow:The user of this attack Fires a group of arrows into the sky to fall in a area (30x30) that is at least within 100 ft of the user. Arrows fired into this area are indiscriminate and one hits every creature in the area who must make a will save (DC 10+1/2lvl+Cha mod) or become Petrified as if by the Mero Mero Beam

Tsumeken
2010-10-27, 03:36 PM
Bane Bane no mi
ablilites: Jumping Ability, Speed Bosster
A character with this fruits abilities may change their limbs into coil springs, allowing them to throw back attacks, jump to new heights, and build up a burst of speed for quick charge attacks.

Ability/Stat Bonuses: Dex +2

abilities by lvl.
1 Spring Loaded legs, Safe Landing
2 -
3 Improved Springs
4 Spring Arms, Speed Burster
5 Ricochet Springs
6 -
7 Master Spring
8 Improved Speed Burster
9 -
10 Ultimate Spring

Bane Bane Battle
Spring Loaded Legs:
The character legs can be changed in springs giving them a +20 to their jump Check, this bonus improves at level 3 and 7, adding an additional +20 to their jump check when using spring legs.

Safe Landing
A character take no damage from falls from his own jump checks.

Spring arms: Chracters with this skill can fire back ranged attacks by blocking the shot with their hands. They must roll a ranged attack roll greater then the opponents attack roll in order to have this skill succed, otherwise they take full damage from the attack.

Speed Booster: A character with this ability can shoot forward at a distance of his jump check and make a charging attack. This attacks damage is incread by 2 for every 10 ft traveled. improved booster doubles the movement to 2 for every 1 point of their jump check.

Richochet Spring: A charater with this can change directions during a spring loaded jump by ricocheting off of a surface. this ability may be used with Speed Booster.

Ultimate Spring: By spending a turn to wind up you may increase your springing power of your jumps and booster (+20 jump have and 3/1 raito for Booster)

Tsumeken
2010-11-06, 05:58 PM
Two new classes, tables to be up for them soon.

Chef

Chef

Hit Die: 1d6
Action Points: 1d4+1 at first level, then 1 per every level gained
Class Skills: Balance, Bluff, Climb, Concentration, Craft (meal), Decipher Script, Disguise, Escape Artist, Gather Information, Handle Animal, Heal, Jump, Knowledge (nature, geography), Listen, Perform (cooking styles), Profession (cook), Search, Sense Motive, Spot, Survival, Swim
Skill Points at First Level: (5+Int modifier) x 4
Skill Points at Each Level: 5 + Int modifier

Chef
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Defense/Reputation

1st|
+1|
+0|
+2|
+0|
Bonus Feat, Talent|+0/+1

2nd|
+1|
+1|
+2|
+0|
Bonus Feat|+0/+1

3rd|
+2|
+1|
+3|
+0|
Talent|+0/+2

4th|
+2|
+2|
+3|
+1|
Bonus Feat|+1/+2

5th|
+2|
+2|
+3|
+1|
Talent|+1/+2

6th|
+3|
+3|
+4|
+1|
Bonus Feat|+1/+3

7th|
+3|
+3|
+4|
+1|
Talent|+1/+3

8th|
+3|
+4|
+4|
+2|
Bonus Feat|+2/+3

9th|
+4|
+4|
+5|
+2|
Talent|+2/+4

10th|
+4|
+5|
+5|
+2|
Bonus Feat|+2/+4[/table]

Weapon & Armor Proficiencies:
Proficient with all simple weapons including improvised weapons such as frying pans, steak knives, and forks. and proficient with light armors.

Talents

Angel Food
Healthy Meal: a chracter with this talent can use their craft (cook) skill to make a grand meal that heals 1 1/2 the skill roll + the cooks level in HP. this skill rewuires the use of at least 50 beli in ingrediants for each use.

Chicken Soup: using the craft (cook) skill a chef with this skill can create a meal that can cure poison and illness. The character's skill check on the food preperation must esceed the save dc for the poison or illness in order to be effective. This skill costs 150 beli per use for ingrediants.
Preq: Healthy Meal

Sleepy Shroom: A character with this ability can create dishes with great calming power (craft dc 20). Any character/creature eating a meal made of Sleepy Shroom must make a fort save (dc 10+1/2 chef level + wis modifer) or fall into a deep sleep, all others will merely be rendered drowsy for 1d4 rounds
Preq: Chef Lvl 5

Soul Food: A dish made so expertly that it is said to create miracles. A craft DC (25 +targets level - 1/2cook's level) is needed to suceed in the creation of this dish, if succesful all damage 9ability and health) are restored imediatly upon onsumption (which takes one full round action) of this dish
Preq: 2 Angel Food Talents, Chef lvl 8+

Cooking Style
Clean Hands: A character with this talent gains Improved unarmed as a free feat and improves all damage done by kick attacks by 2

Pan Style:A character with this talent can use a frying pan as a shield, adding +2 to thier armor as long as they do not attack with the pan in the pervious turn. This talent can be modified b using the two weapon fighting feat and weilding two pans at once but does not increase the armor bonus. However you will still gain the bonus as long as you do not atack with one of the pans.
Preq: Chef lvl 3+

Angel Flight:A character with this ability is allowed once per battle to make a quick move action during any turn (including the opponents) to ither move out of or into direct combat with an opponent. This action can be used to avoid attacks that come towards the character (even area effects) or to move into a ranged attackers threatend square and thus gain an attack of oppurtunity.
Preq: 1 Angel Food talent, Chef lvl 7+

Devil limb: he firey passion for your art explodes in your kicks and punches. By taking a round to build up friction in a limb you can create an explosive impact in your attacks. for the next 1d4 turns all unarmed attacks you make cause an additional 3d6+4 fire damage that is not affected by any DR. Resistance is still applied though.
Preq: 1 Devil Food talent, Chef lvl 7+

Devils Food
Spicy Meatball: A character with this talent can create a rather spicy dish. using at laest 50 beli worth of ingrediants the character creates a highly spicy meatball that he may use as a projectile (this item can either be thrown, or fired from a ranged weapon) the damage of this hot meat bullet is 1d4+the chefs int modifier fire damage. A ref save must be made (DC 10+1/2chef lvl+int mod) or the enemy will be blinded for 1d4 rounds due to the spicy sauce
Preq:

Peanut butter and Jellyfish: A character with this talent can harness a jellyfishes natural toxins into his cuisine. Any creature of opponent that ingests this dish must make a fort save (dc12+1/2 cooks level + int mod) or become paralyzed for 1d4 rounds.
Preq: Chef lvl 3+

Devils Fruit: A character with this talent may aquire at 1/2 cost from the DM, they may only choose Zoan (basic) or a paramecia fruit though.
Preq: Chef lvl 6+

Awaking Meal: A character with this ability canc reate a powerful doping cake. Ingesting this cake raises the users physical abilities (strength Dexterity and constitution) by 4 for a total of rounds equal to 1/2 the chefs total level. Afterwards the character must make a fort save (DC 20+chefs Int modifier) if failed stats that were increased by the food's effect are brought to their normal score and reduce by 6 for 1d4 hours.
Preq: Chef lvl 8+

Just Dessert
Freezer Baby: A character with this talent gains a cold resistance of 10

Triple scoop: A character with this ability can harness the freezer elements of his cusine into his unarmed attacks causing 1 extra point of cold damage for each 2 levels of chef he has
Preq: Freezer Baby

Cooling force: A character with this talent can attacks with a ranged attack to cause 1d4+2/2levels cold damage at a distance of 30 ft.
Preq: Clean hands, Freezer baby

Freezer Burn: A focused atack of cold directed to an enemy by focusing your power into an unarmed attack causes and additional 2d6 cold and fire damage.
Preq: Chef lvl 8+ Spicy Meatball, Cooling Force

Bonus Feats: Acrobatic, Agile, Ambidexterity, Athletic, Blind-Fight, , Combat Expertise, Combat Reflexes, Dodge, Mobility, Exotic Melee Weapon Proficiency, Great Fortitude, Improved Initiative, Power Attack, Self Sufficient, Shield Proficiency, Weapon Focus, Weapon Specialization

Tsumeken
2010-11-06, 06:01 PM
Tamer

Tamer

Hit Die: 1d10
Action Points: 1d4+1 at first level, then 1 per every level gained
Class Skills: Climb [Str], Hide [Dex], Jump [Str], Handle Animal [Cha], Intimidate [Cha], Knowledge ( Geography, Local, Nature) [Int], Listen [Wis], Move Silently [Dex], Search [Int], Sense Motive [Wis], Spot [Wis], Survival [Wis], Swim [Str], Tumble [Dex], Use Rope [Dex]
Skill Points at First Level: (4+Int modifier) x 4
Skill Points at Each Level: 4 + Int modifier

Tamer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Defense/Reputation

1st|
+1|
+1|
+1|
+1|
Bonus Feat, Talent|+1/+0

2nd|
+1|
+2|
+1|
+1|
Bonus Feat|+1/+0

3rd|
+2|
+2|
+2|
+1|
Talent|+2/+0

4th|
+2|
+3|
+2|
+2|
Bonus Feat|+2/+1

5th|
+2|
+3|
+2|
+2|
Talent|+2/+1

6th|
+3|
+4|
+3|
+2|
Bonus Feat|+3/+1

7th|
+3|
+4|
+3|
+2|
Talent|+3/+1

8th|
+3|
+5|
+3|
+3|
Bonus Feat|+3/+2

9th|
+4|
+5|
+4|
+3|
Talent|+4/+2

10th|
+4|
+6|
+4|
+3|
Bonus Feat|+4/+2[/table]

Weapon & Armor Proficiencies: Proficient with all simple weapons including Spiked Chain, Whip, and Net. proficient with light armors.

Talents
Taming
Taming The Wild: all tamer are allowed to have a animal companion as long as the total HD of the animal companion do not exceed the tamers total HD for his level.

Wild Heart: A tamer with this ability is able to bring out the fully potential of his animals staying ability. As a result the companion gains an additional 3HD more then the tamer.
Preqs: Taming the Wild

Crack the Whip: A tamer with this ability increases the damage from whips by your trainer level, also you may make a single cracking motion towards your animal companion to increase their base attack bonus, speed and saves by 1 step (BAB +1, Speed +10ft, all Saves+1) This bonus increases by 1 for every 5 levels a character has.
Preq: Taming the Wild, WP focus Whip.

Wild Fury: The tamer's companion has reached the pinnacle of perfection for a beast of their species. All base stats of the creature increase by 4, HD are increased to the next higher die as well as damage dice used by the creature for it's natural attacks.
Preqs: Tame the Wild, Wild Heart, Tamer level 9+

Beast Lore
Know thy Enemy: All knowledge (nature) checks made against any animal recieve a bonus equal to your Tamer level, this ability also works on nature checks done against Zoan type fruit users in hybrid or full-beast form to determine their animal's weaknesses.

Beast Enemy: Any best-type creature, including Zoan type users in either hybrid or full-beast form, receive an extra point of damage for every level the character has in Tamer. This damage is not affected by DR.
Preqs: Know thy enemy, Tamer lvl 3+

Surviving the Wild: When attacked from best type creatures, including Zoan type users in either hybrid or full-beast form, a character may add their Int bonus to their AC, this total may not exceed their Tamer level.
Preqs: Know thy Enemy

Improved Animal Companion: A character with this talent improve their animal companions total defense bonus by half their Tamer level.
Preqs: Two Taming talents one of which must be Taming the Wild

Wild Style
Wild Child: A character with this talent gains natural attacks (2 claws and a bite attack) due to their Wild nature. These attacks are based on the characters size for damage.

Weapons of the Wild: A character with this talent cannot use any metal equipment. they do, however, gain a +1 bonus to all wooden weapons that they use or any hides or animal skins they wear.
Preq: Tamer level 3+

Hunting Call: A character with this ability may channel their wild side in the form of a bone chilling howl. All opponents within 30ft of the character
(to a max of 10) must make a Will save. (DC=10+1/2 total intimidate ranks+Cha bonus) or be stunned for 1 round of combat. All beast type creatures who fail this save are stunned for 1d4 turns instead. This effect does not apply to Zoan type users in either hybrid of full-beast form, they are instead treated as humans.
Preq: Tamer lvl 5+, Intimidate 6+ ranks, Wild Child

Unleash the Beast: Characters with this talent can chanell their full ferocity giving them the properties of being under the influance of a haste spell and increasing their Str and Dex by 2 points. This ability enrages the user so that during the duration they are unable to preform any skills or any other feats or talents. This ability lasts for a total of turns equal to the users Con mod. A user must make a will save to stop earlier (DC10+Tamer lvl).
Preqs: Tamer level 7+, Wild Child, Con 16+

Naturalist
Herbal Knowledge: All Survival as well as Knowledge (Nature, Local, Geography), checks made add +2 per ever 3 levels or your character when determining plant of animal life.

Listening to the wind: Character's with this ability can hear for subtle changes in the air and gain a +1 to defense against ranged attacks for every 5 levels of the character
Preq: Dex 14+

Green Thumb: A character with this ablility may cause a increase in plant growth in any 2 squares surrounding them within a 30ft radius. This growth makes the area hard to pass through requiring twice the movement cost. if use twice on the same area it creates a wall of growth that can provide concealment from ranged attacks as well as having to take a full move action to move through.
Preq: Tamer lvl 3+

Flash Foliage: A group of vines spring from the ground an wrap around a target at the user's grapple check +4. These vines can only grow from natural enviorments and cannot grow from the sea or through stones that make up buildings. Vines have a AC of 16 and HD equal to half the total HD of the Tamer.
Preqs:Tamer level 5+, Green Thumb

Bonus Feats: Ambidexterity, Archaic Weapon Proficiency, Lightning Reflexes, Skill focus (any tamer skill), Weapon Focus (natural weapons), Dash, Run, Stealthy, Improved Initiative, Toughness, Improved Toughness, Alertness, Animal Affinity, Agile, Acrobatic, Mounted Combat, Trample, Ride by Attack. Weapon Specialization (Natural Weapons), Improved Critical (Natural Weapons)

Tsumeken
2011-02-12, 12:16 PM
Alright 'm back to this now after a bit of hiatus, I'll have the next few things like other fruits and Prestige classes

firemagehao
2011-02-12, 03:34 PM
Out of curiosity, will there be prestige classes based on organizations such as CP9 available?

I suggest that prestige classes are another path you take after you reach 10th level. Just for you to think about.

Tsumeken
2011-04-20, 02:16 PM
Alirghty oh... I have prestige classes, feats (racial and general). I also have done all DFs and armor/weapons, will hopefully post some stuff tonight.

VirgoBushin
2011-04-21, 02:20 PM
Prestige Classes:

Grand Pirate

Grand Pirate
Pre-Requisites for class:
Privateer Occupation
Level 7+
Bounty 1,000,000+
Must have defeated at least one high ranking pirate or marine in single combat

Hit Die: 1d10
Action Points: 1 per every level gained
Class Skills: Appraise, Bluff, Climb, Diplomacy, Disable Device, Disugise, Escape Artist, Gather Information, Hide, Intimidate, Jump, Knowledge (Navigation, Local, Military, Outlaw) . Listen, Move Silently, Search, Sense Motive, Slieght of Hand, Spot, Survival, Swim, Tumble
Skill Points at Each Level: 6 + Int modifier

Grand Pirate
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Defense/Reputation

1st|
+1|
+1|
+1|
+0|
Bonus Feat, Talent|+0/+1

2nd|
+1|
+1|
+1|
+0|
Bonus Feat|+0/+1

3rd|
+2|
+2|
+2|
+1|
Bonus Talent|+1/+2

4th|
+2|
+2|
+2|
+1|
Bonus Feat|+1/+2

5th|
+3|
+3|
+2|
+1|
Bonus Talent|+1/+2

6th|
+3|
+3|
+3|
+2|
Bonus Feat|+2/+3

7th|
+4|
+4|
+3|
+2|
Talent|+2/+3

8th|
+4|
+4|
+3|
+2|
Bonus Feat|+2/+3

9th|
+5|
+5|
+4|
+3|
Talent|+3/+4

10th|
+5|
+5|
+4|
+3|
Bonus Feat|+3/+4[/table]


SQ: Increase your action points by an amount equal to you Grand Pirate level

Weapon & Armor Proficiencies: Proficient with all simple and martial weapons and proficient with all light armor.

Talents
Grand Ambitions
Masters of the Sea: you may add your Grand Pirate level to your ships AC when you are at the helm during a naval battle.

Fruit Specialization: All DF powers have their action point cost reduced by half as if the chracter had the Devil's Mastery feat. If the chracter does have this feat this talent instead grants the chracter the ability to designate one technique of his fruit and reduce it's cost to 1/4 of it's orginal cost.
Preq: DF user

Devil Hunting: During any encounter you may make a sense motive check against the opposing character (DC10+target's total level+target's Wisdom bonus) to determine if they indeed are a DF user or not. This skill however will not allow you to determine what type of fruit or it's abilites.
Preq: DF user, Grand Pirate 3+

Color of the Conquerer: A character with this talent is considered to have the Color of the Conquerer feat. If they already have this ability this talent increases the character base level when determining stunning length and power by 3
Preq: Cha 16+ GP lvl 3+

Grand Dreams: A chracter with htis talent may make a charisma check adding half of his GP level to the check. For every 10 points of the check this character gains a resolve bonus to all attacks,damage,saves,and skill checks for the next minute/Cha modifier.
Preq: GP lvl 5+

Grand Luck: reroll one roll per day, you may choose which result to take after both rolls have been made.

Life at sea: Any saves made at sea are increased by half of your GP level.

Fearful Reputation: 1/2 your total reputation is added to any intimidate chacks made against marines. the bonus is reduced to 1/4 for pirates.
preq: Reputation of 10 or higher.

A Pirate's Life: A character with this talent may never take any marine based classes or feats, in exchange for this bonus you may gain a free stat point to distribute.
Preq: GP lvl +7

Bonus Feats: Improved Toughness, Improved Critical, Weapon Specialization, Skill Focus (Any GP Skill), Iron Will, Lightning Reflexes, Combat Expertise, Combat Reflexes, Power Attack, Mobility, Spring attack, Improved Sunder, Improved Disarm. Improved Trip

VirgoBushin
2011-04-21, 02:38 PM
Prestige Classes:

Cipher Pol Agent

Cipher Pol
Pre-requisites for class:
Marine Occupation
No Bounty
Succeed in a rank B mission with only one other person or alone
Place at least thrid place in Cipher Pol Exam tournament
Level 7+

Hit Die: 1d10
Action Points: 1 per every level gained
Class Skills: Acrobatics, Balance, Bluff, Diplomacy, Disable Device, Disugise, Escape Artist, Intimidate, Jump, Knowledge (History. Military, Outlaw, Nobility) Open Lock, Search, Spot, Survival, Tumble, Use Rope
Skill Points at Each Level: 5 + Int modifier

Cipher Pol Agent
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Defense/Reputation

1st|
+1|
+1|
+1|
+1|
Bonus Feat, Talent|+1/+0

2nd|
+1|
+1|
+1|
+1|
Bonus Feat|+1/+0

3rd|
+2|
+2|
+2|
+2|
Talent|+2/+1

4th|
+2|
+2|
+2|
+2|
Bonus Feat|+2/+1

5th|
+3|
+2|
+3|
+2|
Talent|+2/+1

6th|
+3|
+3|
+3|
+3|
Bonus Feat|+3/+2

7th|
+4|
+3|
+4|
+3|
Talent|+3/+2

8th|
+4|
+3|
+4|
+3|
Bonus Feat|+3/+2

9th|
+5|
+4|
+5|
+4|
Talent|+4/+3

10th|
+5|
+4|
+5|
+4|
Bonus Feat|+4/+3[/table]

SQ: 1/2 CP level can be added to any knowlege, intimidate, and diplomacy check made (Intimidate and diplomacy only gain these bonuses as long as the target knows of your CP status

Weapon & Armor Proficiencies: Proficient with all simple and martial weapons and proficient with all light armor.

Talents
Advanced Training
Tekkai: You must forfiet your move action for the turn. spending one action point causes this chrater to gain DR for one turn equal to their CP level. This DR also applies to energy and elemntal based attacks

Advanced Tekkai: You may use Tekkai even while moving
Preqs: CP level 5+

Devil Fruit Aqussition: A character may reqeusta zoan type fruit determined by the DM of which to give and gain it's abilites while not taking the level and/or Xp drawbacks.

Seastone proficiency: Characters gain a +1 to using any Seastone based object (weapons, cuffs) against a pirate that is a known DF user. Also Seatone effects against CP fruit users with this talent have their duration of powerlessness reduced by half.

Force of Authority: All intimidate checks made against Military and Pirates that know of the CP's position must also make a will save (DC 10+1/2total level+Cha mod)
Preq: CP level 3+

Color of Armaments: A chracter with this talent is considered to have the Color of Armaments feat. if they already have this feat it's cost to apply to weapons and unarmed attacks is reduced by half.
Preq: Cha 14+

Supremacy of the Goverment: Your character Connections allow you leway with many things in life. All marines of lower rank then you must comply with your directions (as long as they are resonable) if unreasonable they are given a will save DC10+CP lvl. You can gain free lodging at any goverment controlled island's establishments and are given a special postion taht places you a bit above the law when dealing with pirates. Such as being allowed to unshteath weapons in public establishments with no provaction and to kill in any that you see as supporters of goverment conspiracies. (note: this does not give you the option to kill inoccents indiscriminently and must be a justified action or you risk dismissal from CP and possible Court marshalling. if the crimes are severe enough you could be expeled from the marines and thrown into prison for your actions as a pirate)

Tekkai Mastery: DR for your Tekkai ability is increased by 1.5 per level of CP you have instead of 1.
Preq: Cp level 8+

Bonus Feats: Improved Toughness, Improved Critical, Weapon Specialization, Skill Focus (Any CP skill), Iron Will, Lightning Reflexes, Combat Expertise, Combat Reflexes, Dodge, Mobility, Spring attack, Improved Fient, Improved Disarm. Improved Trip

Tsumeken
2011-04-21, 03:05 PM
While my wife works on updating you on classes I will be putting up races here.

Humans
~1 extra feat at 1st level
~Spd (Land 30', Swim 20')
~4 extra skill points at 1st level, 1 extra every level there after.
~access to all languages
~access to all ocupations
~Male/Female
~Sight (day 100', night/dark 0 or 5' after one full round of adjusting eyes)
~no favored class (1st class chosen is considered favored)

Fishman
~Str +4 Cha-2
~Spd (Land 30', Swim 90')
~+2 Def/Init while under/in water. This Def is considered deflection but does not stack with other deflection AC like those given from Haki or Class abilities.
~No penalties for swinging weapons underwater
~Male only (pending DM's discretion)
~All languages except Ancient(poniglyph) and SkyPian can be learned.
~All Occupations except marine can be taken
~Sight (Day 70' Night 20') Fishmen can see in darkness as they had to adapt to less light in underwater enviroments.

*Special rule*: Types of Fishman (Sawfish, Shark, Octopus, etc DO NOT grant additional bonuses unless the DM allows such things. Even if you have 6 arms you still only can get 2 attack actions with two weapon fighting.)

Giant
~Str +4, Con +2, Dex -2, Int -2
~Spd (Land 50', Swim 40')
~Def +1 natural from tough skin that is usually found on giants
~Giant characters may carry 2x all listed wieght values for their strength in calculating encumbrance.
~Male/Female
~All languages except Skypian can be learned
~All Occupations can be taken

Skypian
~Dex +2, Int +2, Con -2
~Spd (Land 30', Swim 10', Sky 50')
~Ac +1 while in flight (if you move by flight you are considered to still be in flight until your next turn)
~Male/Female
~All Languages execpt Fishman or Mermaid
~All Occupations except Bounty Hunter and Marine
*Special rule*: Skypians cannot fly higher then twice their height off the ground, they can however glide over chasms and off cliffs but they must end their movement over solid ground unless the feat Wings of Might is taken

Mermaid
~Dex+2, Cha+4, Str-2, Wis -2
~Spd (Land 5', Swim 100')
~+4 Def/Init while under/in water. This Def is considered deflection but does not stack with other deflection AC like those given from Haki or Class abilities.
~No penalties for swinging weapons underwater
~Mermaids may only spend 2x Con socre minutes out of water (or at least with have a bucket splashed on them) Before the begin to take damage from drying in open air (2 subdual damage/min) if left out to long (if subdual esceeds hp) Mermaids must make a Fort save (DC 10+1/2 Mermaids level + Con mod) or fall into shock, subdual damage will now deal actual damage and may kill the mermaid. If they make the save DC increases by 2 for each additional save.
~Female only (pending DM's discretion)
~All languages except Ancient(poniglyph) and SkyPian can be learned.
~All Occupations except marine can be taken
~Sight (Day 80' Night 10') Mermaid can see in darkness as they had to adapt to less light in underwater enviroments, though not as much as Fishmen since they live in brighter areas.

Tsumeken
2011-04-21, 03:36 PM
Feats
I shall list feats by name in ABC order so this will take awhile to get them all up. This list will NOT include Haki feats. Some feats are still in the works so this post will be edited sometimes to update.

Name
Preqs
Description

A
Adaptible
Human
+1 on saves made vs Hot/Cold climates/conditions

Aerial Combat
Skypian
+1 hit and damage while fighting in Air vs Air battles

Ancestry
lvl 1 only
+20% chance to read Poniglyphs

Aquanaut
lvl 5+, Human, Non DF user
Grant +5 to search/swim checks made under/in water

B
Bombardment
weapon focus heavy firearms (cannons and the like), BAB 4+
use a full round action to make a area attack damage all adjacent targets around another target.

Bounty, Improved
Bounty Hunter Occupation
gain 1.5xBeli for retrived Bounties

Brother in Arms
Another PC has taken this feat, both PC's must take this feat at the same time/level
+2 to hit and +1 def when within 30' of eachother.

C

Camoflauge
5+ Disguise ranks
+4 Hide checks if you take 10 rds of action to conceal ships or self in a enviroment.

Captain
Chosen as Captin of crew by other PCs or NPC crew members (you do not need the captain occupation for this)
+1 reputation, +1 to all saves.

Champion
lvl 6+ in one class
+1 Stat point, +20 hp (you may only take this feat only once)

D
Destiny
1st level only
+2 reputation, +1 wealth

Double-life
10+ Disguise ranks, lvl 5+, must have at least one AKA life (ie Bluebell Pirate + The local baker)
no multiclass penalties, this feat can bring about the result of having two seperate wanted posters.

Drink up
Con 16+, Fort 4+
Character does not suffer ill affects of alcohal until consuming 1.5x the amount as determined by his/her size/con and level (table coming soon)

E
Eagle Eye
None
Reduce over-range penalties (-2) and +1/2 vision max

Education, Military
Marine, Level 1 Only
+1 on promotion rank rolls (table to be added soon)

Escape Plan
None
When fleeing, +20 to base speed

F
Fishman Fighting
Fishman only
+1 to hits in water

Freezing Blood
None
Reduce penalties for cold weather temperatures

Fruits of Labor
Level 5+
+5 on Search checks for Devil Fruits in the Black Market

G
Get Down!
Base Reflex Save 3+
Assist adjacent player in Reflex Save (up to +2 only)

Ghost Ship
Own a ship
Spooky decoy gives ship fear aura of 20' radius

Grapevine
None
+2 Gather Information/Search check for rumors

H
Harbinger
Evil alignment, Reputation of 10+
Gain +5 on Intimidate checks

Holding On
Con 14+
Once per combat, you may make a Fort save to negate damage that would reduce you to 0 HPs or below and ignore the attack.

How Much?!
Diplomacy or Intimidate 5+ ranks
+3 checks to haggle

I
Ice Breaker
Own a ship
Metallic prow added to ship to cut through ice flows.

Ice King/Queen
Defeat 5+ opponents of the opposite gender alone (1 vs. 1)
+3 on Will saves vs. the opposite sex

Ichthyologist
Knowledge (Sealife) 5+ ranks
+4 on checks to identify fishermen r different kinds of fish


J
Jack of All Trades
3 Stats at 13, Level 1 only
All skills are class but only at 1/2 the normal maximum

Jungle Home
Amazon Occupation, Female
+2 damage vs. male opponents

Justice of the Sea
Marine Occupation, Lawful alignment
+2 to hit and damage vs. anyone with a wanted poster

K
Ka-Boom
Alchemy 6+ ranks, Weapon Proficiency (Explosives)
Explosives deal +4 additional damage

Kicked Out
Former Marine Occupation
You get to choose a new occupation for free

Klepto
Sleight of Hand 5+ ranks
You can use the skill Sleight of Hand as a free action instead of a standard one.


L
Life's Study
10 or more ranks in any Knowledge skill
Take 10 in the chosen knowledge skill (so long as it has 10+ ranks) as long as you're not in danger

Lion's Heart
Has faced 3+ higher level enemies and lived
Gain +4 to saves against fear

Living Logia
Logia Fruit User
Elemental damage from your fruit is added by 5

M
Mastered
Any Weapon Proficiency, any Weapon Focus, Level 5+, and never have changed your weapon
Weapon gains +2 damage and does the next die in damage [i.e. If it used to do 1d6, it now does 1d8]

Mermaid's Charm
Mermaid only
+3 on all social skills

My Dream
Level 1 only
Gain an extra stat point

Tsumeken
2011-04-22, 12:10 PM
N
Navigation Sense
None
Know directions without a compass

Nice Guy
Good alignment, Reputation 10+
Gain +5 to all Diplomacy checks

Night Fighter
Defeat 3 opponents in total darkness
Gain darkvision at half the normal sight range

No Problem
Completed 5 successful skill checks (the same skill) that needed a DC of 20 or more
Take 10 on the chosen skill even when in danger

O
Ogre's Blood
Level 1 only
Gain natural weapons [2 claws and fangs for biting]. Improve the damage if you already had these by 1 die up [1d6 becomes 1d8].

One Piece Legend
Level 1 only, Pirate occupation
Reputation goes up by 2 and gain 4 additional skill points

Operator's Manual
Knowledge (Ships)
+4 on all Knowledge (Ships) checks

P
Phantom Ship
Navigator, Level 5+
Ships gain +5 to hide in fog or behind rocks

Port Jumper
None
+2 to gather information on Knowledge (Local) checks

Privy to Paramecia
Paramecia Fruit User
All Paramecia given abilities gain +2 to damage, DC, and DR

Q
Quick Feet
Base Reflex Save 5+
You are allowed to make a 5 foot step after a successful Reflex save

Quiet!!
Intimidate 5+ ranks
Shout to silence and shaken a single target

Quiet One
Level 1 only
PC loses voice but gain +3 to Intimidate checks. The only sounds the PC can make are roars, groans, etc.


R
Real Deal
Elude Marine capture at least twice
Reputation +1, gain a wanted poster or bounty goes up if you already had one.

Right Way
Int 14+
You may roll an Intelligence check to determine if you're heading the correct direction irregardless of whether you have a compass or map.

Rolling Dodge
Dodge
You may take a 5 ft. step once per round after an attack has missed you


S
Seadog
Level 4+
+4 to all skills while sailing

Ship Shape
Mechanic class
+4 to repair checks on ships

Slave Driver
Chaotic or Evil alignment, sold or bought 2 or more slaves
Reputation +2 and Wealth +1

T
Taunt
Intimidate 4+ ranks
Target must make a Will save or be forced to attack you

Tempest Rider
Navigator, Level 3+
+4 on checks on the ship made in storms

The Devil's Mastery
Devil Fruit User (Any kind)
+4 Action Points. All Devil Fruit abilities cost half in action cost.

U
Unlucky
Rolled 3+ natural 1s during your last level
You are allowed to reroll a natural 1 once per session

V
Violent
Rage/Berserk ability, Level 5+
+2 more to Strength & Constitution while berserk

W
Whale song
Mermaid only, Level 1
Charm aquatic sealife, +4 to Diplomacy checks

Whitebeard Pirates
Level 6+, joined the Whitebeard Pirates
Reputation goes up by 3

X
X Marks the Spot
Level 3+
+4 on Search checks for treasure

Y
Young Blood
Start age <20
+1 wealth

Z
Zoology
None
+3 to all Knowledge (Nature) checks

Zooming Zoan
Zoan User
Shift forms as a free action rather than a standard action

Tsumeken
2011-04-22, 02:51 PM
Update note:

After asome consideration I have decided to forgo any LA on fruits though I believe Logia fruits still reduce a persons con to - since they no longer have a physical body* (they use their original/old con score for the alcohal/drunk table though). However I have given it some thought and believe that it would be better to let players have more chances with the fruits and not penalize them to much. Starting with fruits is DM descsion still though and should be discussed between players and their DM.

Further notes about the One Piece d20 manual are the action points.

It's taken me awhile but I have finally figured out how they may work. Action points denote special actions characters my take. They are mainly used for DF powers but can be used for non DF users as well. These uses are to enhance gameplay by letting characters preform some of the more heroic and kick butt moves that they believe they should be able to do with their characters (within reason of course)

here is a brief example of action points in action as I have thought of them

AP demo
Frank's character (Bluebell) is a pirate running from the marines in the port and attempts to get to the ship before she is caught. However a few soldiers manage to get there first.

DM: Three marines stand in your path with their swords drawn. They order you to stand down and come with them.

Frank: Heh, yeah right. I'm not going down that easy, plus my ships in sight right? I just have to get on and cast off, I can spare a bit of time before the others get here.

Dm alright then roll of init.

(rolls)

Frank: 17 +5 so 22

DM: (sigh) I guess they actually espected you to surrender (DM rollss were 12, 15, and 6 adding his marines stats for init gives them 15, 18, and 9 respectivly)

Frank: Alright I'll attack at the one who seems to be the head honcho (rolls) 18! (Franks roll is a 14 but his BAB+ his strength and weapon focus give him 18 (1 +2 +1 = 4)

Dm: You hit.

Frank (rolls damage) Woot! Max damage! (10)

Dm: (takes note of damage to both Marine and 1/4 damage to his armor which I will explain later on) Alright he steps back as he readies his attack~

Frank: Wait a moment, I want yo press him back farther, since I rolled high in init I'll spend 2 AP to make a second attack*. (rolls) 15 this time. (the DM nods before damage is rolled) only 6 this time.

Dm: (checks off the damage again as he moves to the marines turns)
*Second attack*: As shown in this example your characters can make a 2nd attack roll at half their highest BAB bounus (round down) if they have the time to. This action also reduces the characters init roll by 2 thus making them take their turn later in the order, and allowing any enemies whose init they now are less then the ability to take their turns against them. The Dm DOES NOT have to tell the characters if they have the abliity to declare this action or not. here is another example to show this scenario.

Alex's character Freedmen is at this time surrounded by marines (4) on all sides, he decides to power out by attempting a flashy move set as his rather large bruiser of a character has just grabbed one of the marines in his last action.

Alex: Alright since I grabbed him I'm going to swing him around to clear my flanks. I'll spend 2 AP and do that. (he rolls a standard attack using the marine as a weapon now for his whilrwind attack feat)

DM: (What Alex does not know is that a Enemy Marine has rolled just 1 below his init and as such his action would come first, the Dm does not have to tell Alex this as he rolls a 19 behind the screen which is more then what he needed to hit Alex's character especially while he has someone grappled thus ropbbing him of his dex to DEF)

Alex: I rolled a 16 does that clear the marines away?

Dm: (shakes his head) unfortunatly while you were winding up to spin one of the other marines struck you across you back with his sword causing (rolls) 8 damage... ouch. roll a concentration check to keep hold of your new "weapon" or you'll have to let him go.

Alex: Dang it! (rolls)

As shown above the Dm does not tell the character his action will not work (he can but doesn't have to) instead he sees how it will turn out, if multiple marines had had the oppurtunity to atack in that turn he would of had to roll for them as well. If a character is struck during any attempt of a AP granted action they lose the Ap and the action leaving them open and vunerable since they were most likely caught by surprise. The character also retains his new inti value (if alex had 16 inti his new init order puts him at 14) which also brings more dire straits to his character who was already in a bad postion. This creates more dramatic effect and I think makes the game more fun for both DMs and players.

*Exceptions to this rule are the Yami-Yami no mi which makes your body denser with gravity

Tsumeken
2011-04-22, 03:42 PM
Damaging Armor

I said I'ld discuss it and so I shall. I One piece and alot of anime that involve wither swords/explosions/or just fighting in general. It is enevitable that at some point in time one of these chracters is going to lose his shirt or armor that he has been wearing due to the damage making it useless.

Frog Dragon
2011-04-23, 07:50 AM
Gomu Gomu No Mi should be DR/5 Slashing or Piercing.
Bara Bara No Mi should be DR/5 Bludgeoning.

Really though, I feel the numbers should be much bigger. A Bara Bara user is basically impossible to harm with swords.

Also, there are fishwomen, and mermen, so the two races (fishmen&mermaids) should not be gender restricted.

Tsumeken
2011-04-23, 10:53 AM
Gomu Gomu No Mi should be DR/5 Slashing or Piercing.
Bara Bara No Mi should be DR/5 Bludgeoning.

Really though, I feel the numbers should be much bigger. A Bara Bara user is basically impossible to harm with swords.

Also, there are fishwomen, and mermen, so the two races (fishmen&mermaids) should not be gender restricted.

Thank you for your input and here's my reasoning for everything.

Gomu Gomu no Mi only has DR to bludgeoning because it's like a balloon. You bat it around all day and nothing would happen without a good hard shot. On the reverse angle of this, Luffy has shown he can bite through his own skin which would be a slashing or piercing in order to blow himself up using 3rd Gear which is why I believe anything that tries to slash or pop said person would not be DRed against.

For the Bara Bara no Mi, the slashing DR is due to the fact that if one were to slash along the joints and the fact that one could possibly dodge using that method as shown when Buggy uses his Bara Bara to completely dodge Mihawk's sword.

As for fishmen and mermaids, the manga itself has shown thus far that only these genders of each respective race exist. In fact, I would go so far as to not separate the races except for stat bonuses as I believe mermaids to be the female fishmen and fishmen to be male mermaids as shown in the current mangas of Fishman Island that all males appear to be fishmen, even the King whose queen was a mermaid.

I hope this clears up some of the things here.

Frog Dragon
2011-04-23, 11:43 AM
Thank you for your input and here's my reasoning for everything.

Gomu Gomu no Mi only has DR to bludgeoning because it's like a balloon. You bat it around all day and nothing would happen without a good hard shot. On the reverse angle of this, Luffy has shown he can bite through his own skin which would be a slashing or piercing in order to blow himself up using 3rd Gear which is why I believe anything that tries to slash or pop said person would not be DRed against.

For the Bara Bara no Mi, the slashing DR is due to the fact that if one were to slash along the joints and the fact that one could possibly dodge using that method as shown when Buggy uses his Bara Bara to completely dodge Mihawk's sword.

As for fishmen and mermaids, the manga itself has shown thus far that only these genders of each respective race exist. In fact, I would go so far as to not separate the races except for stat bonuses as I believe mermaids to be the female fishmen and fishmen to be male mermaids as shown in the current mangas of Fishman Island that all males appear to be fishmen, even the King whose queen was a mermaid.

I hope this clears up some of the things here.
Actually DR 5/bludgeoning means that it has five points of damage reduction that is negated by bludgeoning.

As for the fishwomen and mermen, I'm afraid you're wrong there.

Consider Octopaco, from Hatchan's mini-story, who was a fishwoman (octopus to be precise). Furthermore, in the newest chapters, mermen (not maids) have been seen as side characters.

The primary difference is that mermen and maids are lower-half fish, while fishmen and women are upper half fish.

King Neptune is actually a merman.

Tsumeken
2011-04-23, 11:58 AM
I suppose II never counted Octopako since she was normal seen only in the miniseries and never the main comic, (until recently in a panel) which would be the reaasoning, as for king neptune and the princes I did not see them as merman at first glance but the wii says they are indeed.

As for dr I have always read dr as vs.
DR/5 Bludgeon would then be dr -5 vs Bludgeoning meaning that all other types of attacks save bludgeoning would not be reduced. I have toyed though with the idea of removing those bonuses anyways as with no LA on the fruits anymore it may be more of a risk to leave them if they were to get to powerful (such as the Piki-Piki) and instead give them only their SA's and SQ's as opposed to any stat changes (save the con = 0 on Logias as mentioned above.

The Mermaid/merman does bring with it something but I don't know about changing Fishmen to also include Fishwoman though DM preferances may vary but fishwoman would probably be a small minority. (like in pokemon where Eevee's gender is 87.5% male) Same with mermaids where I beleve most would probably befemale (like 70% or more) Making mermen not as common, or perhaps mermen are not as curious/adventerous since they only seem to have shown themselves as royals and probably cannot leave fishman island.

Frog Dragon
2011-04-23, 12:06 PM
Well, despite how you have read it, the fact remains that DR 5/Bludgeoning means that bludgeoning overcomes the damage reduction. Skeletons have DR/bludgeoning, which only makes sense with this interpretation. I don't have the rules text on hand, but yeah.

As for mermen not being able to leave, that has no canon basis.

But yeah, there should be on gender restriction on them. Also, merfolk have been described as being crazy fast underwater, so fishmen should probably be more than 10ft/round behind them.

Tsumeken
2011-04-23, 12:14 PM
Well, despite how you have read it, the fact remains that DR 5/Bludgeoning means that bludgeoning overcomes the damage reduction. Skeletons have DR/bludgeoning, which only makes sense with this interpretation. I don't have the rules text on hand, but yeah.

As for mermen not being able to leave, that has no canon basis.

But yeah, there should be on gender restriction on them. Also, merfolk have been described as being crazy fast underwater, so fishmen should probably be more than 10ft/round behind them.

I would rather not give things to much land spd so as to escape from things so quickly. even on my DF version of the Piki-Piki your base land spd as a human with it would only be about 200' though it gives you two move actions due to your insane speed of light travel and allows movement over chasms and whatnot. With 120' being the limit of range on the rifles I have written out IRL Iwould atleast wish to give a fair shot to a person trying to hit someone running

DR has been edited on the front as well as the fish/mer problem.
As mermaids swim spd even in dnd are only 50' I think doubling that is pretty generous, even so fishmen could probably use a speed loss then maybe to 60' around which would be twice humans but not as near to mermaids

Tsumeken
2011-04-23, 02:24 PM
DF and Action point cost values

After some consideration I have made a new grouping of AP cost per ability used for DF users. Hopefully the AP restriction due to high values for skills will help kieep most DF users on the same level with mortals. For all DF users AP recovers at a rate of 1 per 5 minutes, as opposed to a normal person who's AP requires 10 to recover. This is attributed to the reason that DF users are more tuned into their AP reserves and thus their bodies develop a way to produce it faster.

Paramecia: Paramecia fruits usually deal with a persons body. Altering or allowing creation like specials that are essentially part of their new make up. (examples include the Kage Kage's shadow manipulation and the Horo Horo's spirit creation.) These changes bring about two types of abilities, damage and support.

All damage abilities have their AP value determined by what die they use when determining damage.
= or <d4 = 2
d6 = 3
d8 = 4
d10+ =5

This cost however does not include the number of die rolled. therefore a ability the deals 3d4 damage would still cost the same as an ability that does 1d4.

Support abilities such as, stretching, spring, and astral projection to name a few, will always carry a cost of 2 AP unless this support action would cause damage which then makes it 3 AP. This value of course is while in combat, a DF user wishing to stretch up to a high window would only need 2 things.

1. the ability to stretch that far.

2. at least 1 AP to use the ability.

Zoan: Zoan fruits are fruits of beasts and animals in general (including humans and myths). Giving their users the strengths and appearance of these creatures they may transform into. Zoan users unlike Paramecia cannot use their powers when not transformed. (at least partially), their AP costs depend on the transformation
Appendages (arms/legs only) = 4
Half transformed (lower or upper) = 6
Full transformation* = 8
Full Animal = 6
The difference between the full transformations is that a full animal transformation would mean the user becomes his full animal form (leopard, lion, wolf, etc). While a full transformation would change his appearance but he would still retain a human-like stature.

*Full transformation can sometimes (and usually does) result in a increase in the users size category.

Logia: A Logia fruit user is one of the most powerful DF users in the world, allowing them to change their bodies into intangible bases, light, or even mist. These elemental type fruits grant amazing powers that mimic both Logia and Zoan fruits by changing the bodies makeup and allowing for transformations.

All damage abilities have their AP value determined by what die they use when determining damage as per Paramecia users.
= or <d4 = 2
d6 = 3
d8 = 4
d10+ =5

A Logia user can shift their bodies into the element determind by the fruit they have eaten. This action is a standard action at first but can become a free action after time, (and a feat) AP for this ability = 2. This may seem cheap in cost especially at later levels and with feats that grant more AP to the player, but in order to maintain this form a Logia user must continually use AP (2 each turn) to stay in the form. If the users AP ever reaches 0 they drop the elemental form, failure to do so esults in a Fort save (DC 10+ 1/2 lvl + users Cha mod) Failure means the user reverts immediately and forfeits that turn and becomes fatigued. Success allows the user that turn in logia form but he must save again next turn if he chooses to remain in it. Each DC increases by 2 for each success. Sometimes this status can be forced on Logias by confining them to their elements. For example, a Logia user of the Piki Piki fruit can become a beam of light/light itself. If they were to be caught per say in a diamond or other prism like device they would refract. This can cause some serious problems as they must find all parts of themselves or be stuck in their light form and ultimately exhaust themselves.

Tsumeken
2011-04-23, 02:37 PM
DF acquisition
There are four ways to acquire a DF. Each one is by no means an easy task and most methods involve long searches and dangerous locations (or a bit of begging :smalltongue:) .

1.Ask
Asking your DM to be a DF user can sometimes earn you a DF quickly. it also gives the party a early ace as your abilities will no doubt assist them in many ways (if you decide to cooperate that is).

2. Maps and Hunts
Maps can be purchased from the BM (black market) and sometimes lead to DFs as well as treasure. though some maps are false so it's buyer beware. Even false maps though can sometimes lead to surprising developments.

3. Black Market
DF's are rare, beyond rare, unique if you want. DF's can always be sure to bring one of two things, money and power. Some pirates don't want DF's since most pirates with them are prime targets for marines and aquire higher bounties and thus more trouble. These salty sea chickens sell their DF's on market but always in a ominous way. DF's bought from the BM will never be revealed to the player in terms of DF type,name, or description. Just that they have a interesting bit of fruit to sell.

4. Stealing it
Al DF's are thought of to be of the same origin. Because of this all DF's are thought to have been one at one point in time of myth. Hidden away somewhere in the deepest parts of the world their most likely exsists something or perhaps someone who can combine the fruits in bodies into one, giving the DF user two powers instead of one. This is by far the longest and more dangerous way to go as you must not only find this person/thing but deal with the DF user who's power you wish for and hopefully not be killed in the process.

Tsumeken
2011-04-23, 02:58 PM
Devilfruit feats

DF Legend
Long ago a great Devil lived in the sea, his name forgotten but his power terrible. He caused destruction, famine, and death upon the world until one day something happened. Maybe he died, whether through old age or of a terrible battle, but he no longer tormented the people of the world. Soon after the people grew prosperous, once again braving the sea without fear until one day a strange thing was seen. A single fruit growing from a tree, no others grew near it or on the other branches.

DF feats are used to enhance the users abilities while using DF's and to lessen the burden of using them.
Note: When a feat include DF user lvl x this is determined by the players DF level not their class level. A players DF level starts at 1 when they first gain their powers and rises by 1 as they advance in level. Therefore a level 6 gunner who ate a DF last level would be DF level 2.

Ability Preserver*
-
gain 3 AP

Devil's Mastery
DF user lvl 3+
All DF abilities have their cost reduced by half (round up)

Reflexive change
Logia user lvl 5+
Shift to elemental form as a free action (even when not your turn) this ability requires a Ref save if used to dodge an attack (DC 10+1/2 attackers lvl+ BAB)

Improved Attacks*
DF user lvl 2+
selected attack increases damage by 2 (1d4+2+STR)

AP Production +
DF user
AP restores at 1 every 2 minutes instead of 5

Beastial Wrath
Zoan User lvl 3+
+2Str/Con/Dex while in Zoan full transformed form

Devil's Endurance
DF User
Reduce the negation effects of seastone and seawater.

Tsumeken
2011-04-23, 03:22 PM
The Black Market

The Black Market (BM) is a seedy group that keeps to the shadows and does not advertise very well if at all. Some places they may conduct business in the open if they can get away with it (Shabody) but otherwise they will take some doing to find. As such as successful search or gather info check (if not both) are usually needed to find it's whereabouts and even then they may not have anything that would interest you..

Black Markets can be divided into 5 groups; Common, Uncommon, Exotic, Rare, and Extremely Rare. Each carries items it can find which may or may not include things such as slaves/DFs/And weapons. Gather/Search DCs are as follows though may be altered for locations and DM judgement.

Common: 26
Uncommon: 32
Exotic: 40
Rare: 45
Extremely Rare: 50

Exotic and above BM's only operate in areas like the Grand Line or Shabody archipelago where it is easier for them to move around the law (or sometimes with it).

Tsumeken
2011-04-23, 03:48 PM
BM type tables
Finding it is only part of the battle the DM must roll a % to see what's available. Players can chose either to add or subtract their Cha mod from the roll but must make this clear before the DM announces the results. The DM rolls twice for items on sale.

Common
{table=head]%roll|Item for sale

1~35|
None

36~45|
Information

46~75|
Weapons

76~80|
Clothes/Uniforms

81~85|
Maps

86~00|
Fresh Water[/table]

Uncommon
{table=head]%roll|Item for sale

1~5|
Weapons|

6~20|
None|

21~35|
Weapons|

36~40|
Info|

41~55|
Ship Parts|

56~70|
Maps|

71~85|
Clothes/Uniforms|

86~100|
None|[/table]

Exotic
{table=head]%roll|Item for sale

1~5|
Paramecia DF|

6~20|
None|

21~40|
Weapons|

41~50|
Slave (Hmn)|

51~70|
None|

71~90|
Information|

91~95|
Clothes/Uniforms|

96~100|
Maps|[/table]

Rare
{table=head]%roll|Item for sale

1~10|
None|

11~25|
Information|

26~40|
None|

41~45|
Zoan DF|

46~55|
Weapons|

56~65|
None|

66~75|
Paramecia DF|

76~80|
None

81~100|
Slave (Hmn/Fmn)||[/table]


Extremely Rare
{table=head]%roll|Item for sale

1~50|
None|

51~55|
Paramecia DF|

56~70|
None|

71~75|
Zoan DF|

76~80|
Information|

81~90|
None|

91~95|
Slave (Hmn/Fmn/Mer)|

96~100|
Logia DF|[/table]

Tsumeken
2011-04-24, 01:25 PM
Example Character Sheet

Character Name:
Race:
Class:
Level(s):
Occupation:
Occupational Skills:
Occupational Feats:
Alignment:
Pirate crew/Marine Squad:
Bounty/Salary:

Str:
Dex
Con
Int
Wis
Cha

HP:
AP:

Statistics
DF: (left blank unless you have one)
Age:
Ht
Wt
Hair
Eyes
Other:

Defense:
Tch Defense:
FF Defense:

Fort:
Ref:
Will:
Grapple:

BAB:
Melee:
Range:

Beli:
Equipment:

Talents:

Skills:

Feats:

Bio

*NOTE*: You can put certain parts of the sheet in any order you want. This is merely an example

VirgoBushin
2011-04-24, 08:38 PM
Example Character Sheet (Filled Out)

Character Name: "Headhuntress" Aiya Suzaki
Race: Human
Class: Weapons Master
Level(s): 5
Occupation: Bounty Hunter
Occupational Skills: Knowledge (Local), Profession (Assassin)
Occupational Feats: Weapon Focus [Wakazashi]
Alignment: Neutral Evil
Pirate crew/Marine Squad: - (Never chose a name)
Bounty/Salary: 125,000 beli

Str: 18 (+4)
Dex 16 (+3)
Con 15 (+2)
Int 15 (+2)
Wis 17 (+3)
Cha 18 (+4)

HP: /43
AP: /7

Statistics
DF: None
Age: 17
Ht: 5'9"
Wt: 134 lbs.
Hair: Red
Eyes: Hazel
Other:

Defense: 16
Tch Defense: 13
FF Defense: 13

Fort: +4
Ref: +7
Will: +4
Grapple: +9

BAB: +5
Melee: +9 / +10 with Wakizashi
Range: +8

Defense: +3
Reputation: +2
Wealth: 7

Beli: 1,000
Equipment:
Seastone Wakazashis x2
Traveling Outfit
Pistol

Talents:
Dual-Wielding:
Two-Weapon Style
Two-Weapon Mastery
Sword Dance

Skills:
INSERT HERE

Feats:
INSERT HERE

Bio
INSERT HERE

~~~~~~~~~~~~~~~~~~~~~~~~

Sorry if this seems a tad rushed... but I think everyone will get the idea just from this example. I do promise that when we actually try another game (whenever that might be), my sheet won't be nearly as half-assed as this one kinda was. Hope this was, otherwise, a good enough example for everyone. :smallsmile:

VirgoBushin
2011-05-01, 03:33 PM
Prestige Classes:

Cyborg

Cyborg
Pre-requisites for class:
Base Fort save +4
Con score 14+
50,000 Beli (for the operation, must be paid upfront no exceptions)
Toughness

Hit Die: 1d12
Action Points: 1 per every level gained
Class Skills: Climb, Craft [Armor, Weapons, Firearms, Construct], Jump, Listen, Intimidate, Spot, Use Magic Device.
Skill Points at Each Level: 2 + Int modifier

Cyborg
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Defense/Reputation

1st|
+1|
+2|
+1|
+0|
Bonus Feat, Talent|+2/+1

2nd|
+2|
+3|
+1|
+0|
Bonus Feat|+3/+1

3rd|
+3|
+4|
+2|
+1|
Talent|+3/+2

4th|
+4|
+5|
+2|
+1|
Bonus Feat|+4/+2

5th|
+5|
+6|
+3|
+2|
Talent|+4/+2

6th|
+6/+1|
+7|
+3|
+2|
Bonus Feat|+5/+3

7th|
+7/+2|
+8|
+4|
+3|
Talent|+5/+3

8th|
+8/+3|
+9|
+4|
+3|
Bonus Feat|+6/+3

9th|
+9/+4|
+10|
+5|
+4|
Talent|+6/+4

10th|
+10/+5|
+11|
+5|
+4|
Bonus Feat|+7/+4
[/table]

SQ: DR / 1 (increases by 1 for every odd level of Cyborg taken.)

Weapon & Armor Proficiencies: Proficient with all simple and martial weapons and proficient with all armors.

Talents
Cybernetics
Cybernetic Arms [A character with this Talent has had his/her arms changed into mechanical proxys. Functioning as normal arms these new limbs act as if the character were one size larger then they are when determining unarmed damage and appropriate weapon size.]

Cyber Eye [A character with this talent is given a extra spectrum of sight that they select upon taking the talent. examples of sight are as follows; Darkvision, Low Light, Infared. Each new sight is given a range of 120ft. A character may also select to improve a sight they already have which increases the sight's normal range by 80 ft.]

Cyber Shield [A Character with this talent may spend one action point a round to craete a barrier of force around themselves that grants a +3 defensive bonus, this defense is added as a deflection bonus]

Hidden Weapon [A chracter with this talent can hide a weapon of one size caagory smaller then themselves in either a limb or their torso. They can draw this wepon out as if they had quickdraw and provoke no attack of opurtunity when doing so]

Arm Canon [A character with this talent must have at least one cybenetic arm, they may now hide a canon inside thier cyber arm and fire either a beam of energy (2d8+6 range 60ft) as a ranged touch attack or a canonball (4d8+12 range 40ft)
Preq: Cybernetic Arms

Weakness Seeker: [A charcter with this talent is trained to find structual and anatomical defets that allow for incraesed power in their attacks against the thing they have scanned. With a succesfull spot check made against a DC of 20+opposing characters level, a Cborg with this ability may deal 2 points of damage for every level of Cyborg they are to the scouted target]
Preq: Cyber Eye

Cyber Barrier [The shield of the Cyborg now resonates in a area around the cyborg as well as itself. A number of targets equal to the Cyborgs level may be included in the Cyborg characters shield for as long as he can keep it up and they are within 10 ft of the Cyborg, multiple energy shield bubbles do not stack]
Preq: Cyber Shield

Big Bomber [A character with this Talent has the ultimate trump card up their sleeve. Filling thier cypernetic body they may house explosives in accordance with thier size. They may only have a certin amount of explosives for their size catagory. A character may have 1 explosive of the same size catagory, 2 of a size catagory one size smaller, or 4 of two catagories smaller. Each explosive does 1d8+5 per size catagory.]
Preq: Hidden weapon

Bonus Feats: Improved Toughness, Improved Critical (Cybernetic parts), Weapon Specialization, Skill Focus (Craft),

VirgoBushin
2011-05-01, 03:47 PM
Prestige Classes:

Fate Speaker

Fate Speaker
Pre-requisites for class:
Int 14+
Wis 16+
Perform (reading) 12 ranks
Cards of Fate (training item given to all Fatespeakers after they have been accepted)

Hit Die: 1d4
Action Points: 1 per every level gained
Class Skills: Bluff, Diplomacy, Slieght of Hand, Perform (Reading), Use Magic Device.
Skill Points at Each Level: 6 + Int modifier

Fate Speaker
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Defense/Reputation

1st|
+0|
+0|
+0|
+2|
Bonus Feat, Talent|+0/+2

2nd|
+0|
+0|
+1|
+3|
Bonus Feat|+1/+3

3rd|
+1|
+0|
+1|
+4|
Talent|+1/+3

4th|
+1|
+0|
+2|
+5|
Bonus Feat|+2/+4

5th|
+1|
+1|
+2|
+6|
Talent|+2/+4

6th|
+2|
+1|
+3|
+7|
Bonus Feat|+3/+5

7th|
+2|
+1|
+3|
+8|
Talent|+3/+5

8th|
+2|
+1|
+4|
+9|
Bonus Feat|+4/+6

9th|
+3|
+1|
+4|
+10|
Talent|+4/+6

10th|
+3|
+2|
+5|
+11|
Bonus Feat|+5/+7
[/table]

SQ: Frightful Pressance equal to 10+FS lvl+Cha mod

Weapon & Armor Proficiencies: Proficient with all simple and proficient with all light armors.

Talents
Cards of Fate
Fools Journey: flip a coin when this talent is used and call the result. Correct result gives all allies within a 30ft raidus of you +1 to hit and damage. This bonus increases by +1 for every two levels you gain as a FateSpeaker. On an wrong call the bonus is reversed and gives a negative modifier equal to the postive effects modifier.

Dance of Swords: Using the Cards of Fate, you may fire 1 per every level you have in Doom Speaker as a ranged projectile. Each card deals slashing damage 1d4+2 per hit and each cards attack must be rolled seperatly range is equal to 30+5ft/FS level.

Circle of Wands: You may create a small circle around yourself using the Cards of Fate, any attacking entering this circle has a 15% chance of missing you and hitting one of the cards. The circle is composed of two cards per FS level

Overflow of Cups: by creating a barrier around a 10x10 ft area with your cards, you create a healing zone for you allies. This zone lasts for 2 rounds per FS level and heals for 3d10+FS cha mod. On the reverse side any undead entering the field take damage equal to half the healing power of the area

Shield of Pentacles: Gain a deflection bonus equal to you FS level though it cannot exceed your Cha bonus.

Fortunes Spin: Flip a coin and call it in the air when using this skill. If called right target one opponent, they now take a -6 on all checks saves and attacks for 1 hour per FS level you are, if wrong you take this penelty instead, there is no save.
Preq: Fools Journey

Courtly Dealings: When selecting this talent choose one of either Swords,Wands,Cups,or Pentacles. Other talents that share the chosen suit are increased as follows. Swords now deal 1d6+4 for each card, Wands miss chance is increased to 30%, Cups area is increased to 20x20ft and damage to undead is the same as healing instead of only half. Pentacles can give deflection bonus of up to 1.5 you FS level (7 rounded down) as long as you have a Cha bonus that high.
Preq: Swords, Wand, Cups, Or Pentacles talent

Judgement's Call: Flip a Coin and call it, this talent may only be used once per week. If called right roll 1d4, each opponent within a 50ft raidus of you (Max targets of 5) now have their total remaining HP divided by the rolled amount. If wrong the same happens to all allies wihin 50ft of you including yourself (max 5 targets that includes yourself as one of the targets) no save
Preq: Fortunes Spin

Bonus Feats: Magical Aptitude, Point blank shot, Weapon Specialization, Quick Draw, Rapid Reload, Weapon Focus.

VirgoBushin
2011-05-01, 04:00 PM
Prestige Classes:

Weather Witch

Weather Witch
Pre-requisites for class:
Int 16+
Knowledge (Nature or Weather) ranks 12+ or 10+
Static Shock Talent

Hit Die: 1d4
Action Points: 1 per every level gained
Class Skills: Jump, Knowledge (Weather, Nature), Listen, Spot, Use Magic Device.
Skill Points at Each Level: 6 + Int modifier

Weather Witch
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Defense/Reputation

1st|
+0|
+0|
+0|
+2|
Bonus Feat, Talent|+0/+1

2nd|
+1|
+0|
+1|
+3|
Bonus Feat|+1/+2

3rd|
+1|
+1|
+1|
+3|
Talent|+1/+2

4th|
+2|
+1|
+2|
+4|
Bonus Feat|+2/+3

5th|
+2|
+1|
+2|
+4|
Talent|+2/+3

6th|
+3|
+2|
+3|
+5|
Bonus Feat|+3/+4

7th|
+3|
+2|
+3|
+5|
Talent|+3/+4

8th|
+4|
+2|
+4|
+6|
Bonus Feat|+4/+5

9th|
+4|
+3|
+4|
+6|
Talent|+4/+5

10th|
+5|
+3|
+5|
+7|
Bonus Feat|+5/+6

[/table]
SQ: Damage from all natural energy sources (fire/water/electricity/etc) is halved

Weapon & Armor Proficiencies: Proficient with all simple and proficient with all light armors.

Talents
Weather Magic
Heat Orb [Fires a globe of heat towards the enemy that explodes on contact, damaging every adjacent creature orb damage is =2d8+2/Weather Witch level, slash damage is half of contact damage. Ref save of 15+WW lvl +Int bonus]

Freezing Orb [As above but Ice damage]

Shower Power [A downpour engulfs a 30x30 area causing all caught in it to be subject to either hail (2d4 pts of damage no save) or rain. This skill lasts for 1 round per WW level. Wet enemies recieve double damage from all Ice and Electric attacks]

Squalling Shield [A small tornado is conjured around any character designated by the caster (unwilling subjects are given a saving throw DC 15+WW lvl+Int bonus) any projectile fired at the sheilded character has a 50% chance of being redirected to either the left or right adjacent square. I f the square is occupied a second attack roll must be made by the WW to hit the target.]

Sky Fire [Calls a large ray of heat down upon your foes as a flaming lance, ensuring a warm day and painful demise. The Spear does 3d8+10 to all enemies within 10 ft of it's landing area, this damage is increased by 1d8 for every odd WW level the character has Ref save for half DC=20+WW lvl +Int bonus)
Preq: Heat Orb

Zero Chill [Same as above though Ice dealing 2d6+8, +1d6 per odd WW level. A failed save not only deals damage but also causes 1d4 turns of paralysis due to extreme cold]
Preq: Freezing Orb

Direct Disaster [A WW may channel any WW or Navigator Weather talent through their meele weapon, all saves apply]

Gale Force: [Sumon a blast of wind that travels so fast it cuts flesh with it's gale. dealing 1d6 per WW level no save]
Preq: Squalling Shield

Ultimate Disaster:[Depending on which Talent was chosen you unlock this talent, damage and type vaires All saves are Ref 20+WW level+Int Bonus unlss otherwise noted. Fire: calls a shower of flame from the sky to rain down on enemies in a 30x30ft, dealing 5d6+12 fire and 4d6+8 Bludgeoning damage. Ice: A single enemy becomes the target of arctic judgement and must make a Fort save DC 20+WW lvl or be encased in a shell of ice, no action may be taken while frozen, freezing lasts 1d4 rounds or until 20 points of damage is dealt to the character at which point they are broken free of the ice. Wind. A focused blast of air fired in a compressed blast punches the enemy for 5d8+6 points of damage knocking them back 1d6x5 ft on a succesful strike, range for all skills is100ft]
Preq: any of the following, Sky Fire, Zero Chill, Gale Force

Bonus Feats: Magical Aptitude, Elemental Focus, Wepaon Specialization, Quick Draw, Rapid Reload, Wepaon Focus, Toughness.

VirgoBushin
2011-05-01, 05:32 PM
Normal Weapons Chart
{table=head]Type of Damage|Weapon Name|Damage (S/M/L)|Crit Ranges|Range [Measured in feet] (S/M/L)|Cost (S/M/L)


-|
Pistol|
1d4/1d6/1d8|
20 x3|
50/70/90 ft.|
15/30/50

-|
Rifle|
1d8/1d10/2d6|
19-20 x2|
70/100/120 ft.|
30/50/70

Bladed|
Cutlass|
1d6/2d4/1d10|
19-20 x3|
---|
20/35/60

Bladed|
Spear|
1d8/2d6/3d4|
20 x2|
5/10/20|
10/35/50

Bladed|
Dagger|
1d3/1d4/1d6|
19-20 x2|
5/10/20|
5/10/20

-|
Slingshot|
1d3/1d4/1d4+1|
20 x2|
10/20/40|
2/5/10

Bladed|
Axe|
1d6/2d4/2d6|
20 x3|
None|
20/40/60

Bladed|
Katana|
1d6/1d10/2d6|
20 x4|
None|
45/80/110

Blunt|
Jutte|
1d4+1/1d6+1/1d8+1|
20 x2|
None|
25/45/65

Bladed|
Bayonet|
1d2/1d4+1/1d6+1|
20 x2|
None|
8/15/20

-|
Whip|
0/1/1d4|
20 x2|
5/10/15|
3/5/10

Bladed|
Claw|
1d4-1/1d6-1/1d8-1|
19-20 x3|
None|
10/25/35

Blunt|
Mace|
1d4/1d6/1d8|
20 x2|
None|
10/20/45

Blunt|
Staff|
1d6/1d8/1d10|
20 x2|
None|
4/8/15

-|
Net|
N/A|
N/A|
10/20/30|
15/30/40

-|
Bow|
1d4+1/1d8/2d4|
20 x2|
40/60/80|
30/50/70

-|
Crossbow|
1d6/1d10/2d6|
20 x2|
60/80/100|35/60/100

Bladed|
Hook|
1d4-1/1d8-1/1d10-1|
19-20 x3|
None|
20/35/50

Bladed|
Great Blade|
1d6/2d4/2d6|
20 x2|
None|
45/70/100

Bladed|
Rapier|
1d4/1d6/2d4|
20 x2|
None|
30/50/75

-|
Unarmed|
1d4/1d6/1d8|
20 x2|
None|
None

Blunt|
Gauntlet|
1d4+1/1d6+1/1d8+1|
20 x2|
None|
5/10/20

-|
Spikes|
1/1/1|
-|
-|
25/50/100

-|
Serration|
1/1/1|
-|
-|
25/50/100

Blunt|
Chain Whip|
2/1d4+1/1d6|
20 x2|
5/10/15|
20/35/50

Bladed|
Long Sword|
1d6/1d8/1d10|
19-20 x2|
None|
15/25/35

Bladed|
Wakizashi|
1d4/1d6/1d8|
19-20 x2|
None|
15/25/35

Bladed|
Short Sword|
1d4/1d6/2d4|
19-20 x2|
None|
10/15/30

Blunt|
Hammer|
1d4-1/1d6/1d8|
20 x2|
None|
7/15/30

Blunt|
Maul|
1d6/2d4/2d4+2|
20 x2|
None|
15/30/50[/table]

VirgoBushin
2011-05-02, 04:08 PM
Exotic/Special Weapons Chart
{table=head]Type of Damage|Weapon Name|Damage (S/M/L)|Crit Ranges|Range [Measured in feet] (S/M/L)|Cost (S/M/L)


-|
Hand Cannon|
1d6/1d10/2d6|
20 x2|
60/80/100 ft.|
50/75/110

-|
Sniper Rifle|
1d6/2d4/2d6|
20 x5|
110/140/180 ft.|
80/110/150

Bladed|
Trident|
1d6/1d8/2d4|
20 x3|
10/15/20|
55/75/90

-|
Lance|
1d6/1d8/1d12|
20 x2|
None|
45/60/75

Bladed|
Steel Fan|
1d4/1d6/1d8|
20 x3|
None|
35/50/70

-|
Bolas|
None|
None|
20/30/40|
10/20/30

[/table]

VirgoBushin
2011-05-04, 06:48 PM
Light Armor
{table=head]Armor|Defense Bonus|Max Dex Bonus|Armor Check Penalty*|Speed|Cost/Belli

Vest/Clothes|
+2|
+8|
0|
Base speed|
5

Marine Uniform 1|
+2|
+5|
-1|
Base speed|
20

Leather Armor|
+2|
+6|
-2|
Base speed|
10

Studded Leather Armor|
+3|
+5|
-2|
Base speed|
15

Chain Shirt|
+4|
+4|
-2|
Base speed|
20[/table]

Medium Armor
{table=head]Armor|Defense Bonus|Max Dex Bonus|Armor Check Penalty*|Speed|Cost/Belli


Marine Coat|
+2|
+6|
0|
Base speed|
25

Pirate Cloak|
+3|
+5|
-1|
Base speed|
20

Marine Uniform 2|
+3|
+5|
-1|
Base speed|
35

Animal Skins|
+4|
+4|
-2|
-5 Base Speed|
20

Chain Mail|
+5|
+3|
-3|
-5 Base Speed|
30

Iron Plate|
+6|
+2|
-3|
-5 Base Speed|
50[/table]

Heavy Armor
{table=head]Armor|Defense Bonus|Max Dex Bonus|Armor Check Penalty*|Speed|Cost/Belli


Pirate Blacksteel|
+6|
+3|
-2|
-10 Base Speed|
60

Marine Uniform 3|
+5|
+5|
-2|
-5 Base Speed|
100

Half Plate|
+7|
+2|
-4|
-10 Base Speed|
75

Full Plate|
+8|
+1|
-5|
-10 Base Speed|
90[/table]

* = All AC checks are doubled for swim checks irregardless of whether the PC is a Devil Fruit User or not
Marine Uniform 1 = A set of pants and a coat/jacket
Marine Uniform 2 = As per Marine Uniform 1 but also includes frilled shoulders and more medals
Marine Uniform 3 = Includes all listed from Uniforms 1 & 2 but also comes with a large overcoat with the symbol for your name in Kanji [i.e. like how Kizaru's or any of the Admiral/Vice Admiral Uniforms look]

Armor Rules:
2 Pieces of armor can be worn if one is either a uniform/clothes or a cloak
Example 1: A pirate wearing clothes + Iron Plate gains 6 Defense from the Plate & +1 (1/2 defense from clothes rounded up) but his max dex uses Iron Plate since it's lower speed and AC Penalties are cumulative.
Example 2: Don Krieg had Full Plate & a Pirate cloak. Thus his defense would be....
8+2=10 (+1 more if max dex is there)
AC Penalty = (-6) [-5 from Full Plate and -1 from Pirate Cloak]
Speed = 30-10[from Full Plate]=20 feet now
*Special Note* None of these defenses are including bonuses from any classes

Special Note for Armor:
All Armor has HP equal to 10 x Defense Bonus granted. [So for Full Plate it'd be 80]. If the armor ever becomes 0 HPs, it is useless until it has it's hardness repaired or fabrics resown. Metal armors have hardness equal to the Defense bonus they grant.

Also, note that the Marine uniforms and coats are all made from a special fiber and thus are unable to be burned as fast or easily compared to other garments. They also repair at a rate of 1 HP/hour. On that note, unless you find a Marine outfit of any kind in the black market or steal them, they are not available to buy. PCs with Marine Occupation are gifted a Marine Uniform 1 at the start and once promoted given the respective next outfit.

VirgoBushin
2011-05-04, 07:04 PM
Drinking Tolerance Table
{table=head]Constitution Score|Save DC|Max Alcohol Limit (After this many points, you will get drunk unless you make the DC)

<10|
15|
2 Alcohol Points|

11-12|
18|
3.5 Alcohol Points|

13-14|
20|
5 Alcohol Points|

15-16|
21|
6.5 Alcohol Points|

17-18|
21|
8 Alcohol Points|

19-20|
22|
9.5 Alcohol Points
21-24|
23|
11 Alcohol Points
25-29|
24|
12.5 Alcohol Points
30+|
25|
14 Alcohol Points
[/table]

List of Available Drinks to Buy
{table=head]Name|Cost/Belli|Alcohol Points

Rum|
5|
1.5
Bloody Mary|
8|
2
Alabasta Wine|
15|
4
Drum Warmers|
10|
3
Whiskey|
7|
5
Kurahara Sake*|
N/A|
10
[/table]
* = Cannot be bought from stores; can only be bardered or gifted from Dr. Kurahara herself.... though, if crazy, you could try to steal one bottle.

VirgoBushin
2011-05-04, 07:39 PM
Ship Table
{table=head]Type|Cost/Belli|Max Crew|Ship's AC|Ship's Speed|Ship's HP

Small Fishing Boat|
200|
2|
13|
40'|
30
Medium Fishing Boat|
350|
3|
15|
30'|
55
Simple Ship|
300|
4|
16|
60'|
70
Marine Scooner|
-|
4|
17|
50'|
85
Small Galleon|
550|
6|
21|
40'|
115
Large Galleon|
800|
8|
23|
30'|
140
Marine Cruiser|
-|
6|
20|
50'|
100
Marine Battleship|
-|
15|
28|
30'|
180[/table]
*Note: Anything without a price must be given to you (via Marine Occupation) or stolen (for anyone of any other job). Also, all ships may carry a maximum number of people equal to twice the number of the Max Crew.

VirgoBushin
2011-05-04, 11:00 PM
Languages:

North Blue
South Blue
East Blue
West Blue
Pirate (Code/Sign Language along with an actual speaking language)
Marine (Same as Pirate)
Grand Line
Red Line
Skypien
Fishmen
Merfolk
Giant
Poneglyph [Written only as the language is no longer spoken* (more or less Latin)]

* = Historian class may barter with the DM to see if they can actually take it spoken otherwise no

VirgoBushin
2011-05-05, 09:18 PM
Experience Table
{table=head]Level|Total Experience|Experience for Next Level


1|
0|
1,000
2|
1,000|
2,000
3|
2,000|
4,000
4|
4,000|
7,000
5|
7,000|
11,000
6|
11,000|
16,000
7|
16,000|
22,000
8|
22,000|
29,000
9|
29,000|
37,000
10|
37,000|
46,000
11|
46,000|
56,000
12|
56,000|
67,000
13|
67,000|
79,000
14|
79,000|
92,000
15|
92,000|
106,000
16|
106,000|
121,000
17|
121,000|
137,000
18|
137,000|
154,000
19|
154,000|
172,000
20|
172,000|
191,000[/table]

If you want to calculate for past 20th level, the formula is whatever experience was needed for the previous level plus the current level you are x 1000.

Thus level 21 would need 211,000. (191,000+20,000)

invinible
2011-05-08, 04:22 PM
I know this is putting features down for a new manual but is this for a new D20 game or 1 already out?

Tsumeken
2011-05-09, 06:43 AM
Thus far, no d20 system has been made for One Piece that me and my wife have seen. So, unless by the time we finish someone has already made one, it will be our unofficial manual.

invinible
2011-05-09, 09:29 AM
Thus far, no d20 system has been made for One Piece that me and my wife have seen. So, unless by the time we finish someone has already made one, it will be our unofficial manual.

That sidesteps the question as if there is any One Piece d20 material, this would most likely override it when done hence bad comparison.

What I wanted to know is if this was meant to be a new system altogether using d20 style as a base or if it was suppose to be an extension of a system already out there like Advance Dungeons and Dragons 3.5 edition or d20 Modern.

Tsumeken
2011-05-09, 08:29 PM
Well that's bit clearer then. The Manual itself is my own but I am not disallowing d20 feats or dnd feats and such. However the manuals classes/races and what not are their own. I suppose in that sense I'm using d20 as a base point and jumping off from that.

Tsumeken
2011-05-12, 06:35 PM
{table=head]Name|DC Craft check|Effects


Simple Bandage|
10|
Give off a regenerative-like effect and heal 10 damage over 5 rounds (2/round). Your Wisdom modifier is added to the total and last round of regeneration.
Potion/Medicine|
12|
Heal 1d8+Wisdom modifier in combat situations or full out of combat.
Antivenom/Antidote|
15|
Allow any PC who has already failed a Fort save against some sort of poison another chance to make a save
Stimulant|
18|
Increase the PC's Strength & Dexterity stats by 2[/table]

Darklordofbunny
2011-10-14, 07:27 PM
Any chance you guys could update the Devil Fruit to a comprehensive Google doc?

Tsumeken
2011-11-03, 07:25 PM
I'm hoping of uploading all data to a PDF file once I learn how the conversions work for it from text document to create actual book, a second book will probably be made for Devil Fruits but until then I will see what I can do on Google Docs and upload there. (link pending)

Sigh
2013-04-14, 02:37 PM
After a conversation with my friends I went looking for a One Piece themed DND manual, official or otherwise. I found this thread, but just as I feared when I saw the date of the posts, it seems to have died before completion. Is the originator of this thread still here?

Tsumeken
2013-04-14, 08:32 PM
I'm still around and actually I do have a One Piece manual for d20. (someone finished first) already if you care to get it. I will PM you the link to the site for it.