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Morph Bark
2011-04-10, 11:48 AM
Homebrew needs more l❤ve (http://www.giantitp.com/forums/showthread.php?p=10745987)~

It needs to see more play. But before that, it needs playtesting. Creators don't always get the chance to do that themselves and PbP games don't always last long enough to really get a feel for how the homebrew is put together. That's why I have decided that for my current campaign, all minor villains and rival NPCs will be created using homebrew!

Homebrew races, homebrew base classes and PrCs, homebrew feats and skills, homebrew maneuvers, spells, powers, infusions, soulmelds, vestiges and utterances! And homebrew items, magic and mundane of course.


My next session will be next Saturday. My players currently are a group of six, level 8, all with LA+1 races, so they're gonna be facing NPCs from level 5 to level 11, with perhaps a rare boss character up to level 14. If you want me to use a class of yours, suggest feat/skill choices that fit with it best. Spell/power/maneuver suggestions and magic item suggestions would also be much appreciated.

I will give priority to people who can provide a sample NPC for their class, preferably of level 9 or 7, with tactics included. (Those of level 5-7 can more easily fit into parties and thus be tested simultaneously.) If you want me to test a PrC of yours, make an NPC with two levels in the class and who has met the requirements at the lowest level possible. Use the NPC wealth table on DMG page 127 and either the elite ability score array for simplicity, or 30 point buy.

As always, please state the source (or link it if it is online). :smallsmile:

NPC templates:
Name
Race Class
Medium Humanoid
Hit Dice
Initiative +X
Speed 30 ft
Armour Class X (+X Dex, etc), touch X, flat-footed X
Base Attack Bonus/Grapple +X/+X
Attack
Full Attack
Space/Reach 5 ft/5 ft
Special Attacks
Special Qualities
Saves Fort +X, Ref +X, Will +X
Abilities Str X, Dex X, Con X, Int X, Wis X, Cha X
Skills List only relevant skills
Feats
Treasure

Spell list: Or maneuvers, psionic powers, etc. Mark readied maneuvers or prepared spells with an asterisk*.

Class Ability I:

Class Ability II:

Class Ability III:

Class Ability IV:

Or if you prefer (as in MMV):
Name, CR X
Type (subtypes) Class
Init +X; Senses darkvision/low-light/etc.; Listen +X, Spot +X
Languages
- - - - - - - - - - - - - - - - - - - -
AC X (+X Dex, etc), touch X, flat-footed X
hp X (X HD)
Fort +X, Ref +X, Will +X
- - - - - - - - - - - - - - - - - - - -
Speed
Melee
Ranged
(add more if you have more than one melee or ranged weapon)
Space 5 ft Reach 5 ft
Base Atk +X Grp +X
Atk Options like special attacks in the other template
Special Action
Spell-like Abilities
- - - - - - - - - - - - - - - - - - - -
Abilities Str X, Dex X, Con X, Int X, Wis X, Cha X
Feats
Skills List only relevant skills
Possessions
- - - - - - - - - - - - - - - - - - - -
Ability I (X) List special attacks, abilities and class abilities here (also mark them as Sp, Su or Ex)
Ability II (X)
Etc.


EDIT: For those who want to know more about my campaign, you can find that here (http://www.giantitp.com/forums/showthread.php?t=192028). Don't let the theme distract you from using these services though! If you got something fit for the desert, frozen wastes, oriental settings, etcetera, there is always a place in my world that fits it. :smallwink:


Note to the players in Dirk's pirate campaign: if you ever read this, DON'T READ THIS THREAD IF YOU DON'T WANT THINGS SPOILED AND DON'T WANT TO METAGAME. This is for your own good! Plus, you know me, and that means you don't know what bad things might happen if you don't listen to me! :smalltongue:

Sacrieur
2011-04-10, 12:07 PM
I would like to see a magitech team be put together.

LOTRfan
2011-04-10, 12:12 PM
I got a couple:

Races
Golmoids (http://www.giantitp.com/forums/showthread.php?p=10362197)
Calibans (http://www.giantitp.com/forums/showpost.php?p=10596123&postcount=1)
Shardminds (http://www.giantitp.com/forums/showpost.php?p=10624310&postcount=1)

Prestige Classes
Firstborn of Moradin (http://www.giantitp.com/forums/showpost.php?p=10461773&postcount=1)
Jaguar Knigt (http://www.giantitp.com/forums/showpost.php?p=10609837&postcount=1) (Aztec inspired)

Monsters
Widow's Weed (http://www.giantitp.com/forums/showpost.php?p=10168320&postcount=9) (awesome concept by Debbie, and companion for her Soldier of Misfortune (http://www.giantitp.com/forums/showpost.php?p=10143246&postcount=5))

There's more in my signature. Feel free to do what you want.

For work not by me, there is the Tawaki (http://www.giantitp.com/forums/showpost.php?p=10358482&postcount=1) (Admiral Squish) and Glöi (http://www.giantitp.com/forums/showpost.php?p=6344313&postcount=1) (Vorpal Tribble), which (while they don't need any playtesting, as far as I can tell) are of superb quality.

The-Mage-King
2011-04-10, 12:22 PM
My stuff. Test it.


Specifically, the OWA (http://www.giantitp.com/forums/showthread.php?t=175463) on your boss character, and let a player use Hero's Edge (http://www.giantitp.com/forums/showthread.php?t=169940). Maybe even include a bit of Ki Fist (http://www.giantitp.com/forums/showthread.php?t=180366), since it's going to be low level and those are the maneuvers that are mostly done.

Morph Bark
2011-04-10, 12:51 PM
Oh, I forgot to add: in case of PrCs, suggest minimum builds to get into it. It saves me time and headaches, which makes sure I'll use it sooner or more often. :smallsmile:

The-Mage-King
2011-04-10, 12:56 PM
Build for OWA: Warblade 7/OWA 5. A bit higher than what you said, but teh lulz from it getting up again is worth it. Focus on Iron Heart (duh) and Diamond Mind maneuvers to make him more durable while still dishing out punishment, and put feats where you think they'll be best.

Extra lulz if he has a couple of Tiger Claw's TWF maneuvers that he starts using when he sprouts claws/another weapon/whatever.

LOTRfan
2011-04-10, 12:58 PM
Jaguar Knight is easy to qualify for. Any 4th level rogue with maximum ranks in hide/move silently fulfills the mechanical prerequisites. The rest is fluff based. I do suggest high Charisma and Dexterity scores for Jaguar Knights, though.

arguskos
2011-04-10, 01:10 PM
I'm down for this. Here's some stuff you can try out for me.

-The Rearranger (http://www.giantitp.com/forums/showthread.php?t=99314), a Beguiler-like class, but for Transmutation instead. Everyone who's played it liked it. Treat it like a caster, so things like Extend Spell and Sculpt Spell should serve you well.

-The Extinguisher (http://www.giantitp.com/forums/showthread.php?t=154674), a very useful solo bad guy. Not as good in a party. They're stealth focused, so keep that in mind.

-The Shadow (http://www.giantitp.com/forums/showthread.php?p=10357045#post10357045), probably the most defensive class I've seen in awhile. One shadow, if cleverly built, can shut down an entire adventuring party for quite some time. To really abuse The Wheel though you need a reach weapon with Combat Reflexes. I suggest the Hook and Dagger.

-The Monk (http://www.giantitp.com/forums/showthread.php?t=192781). Now, I don't normally promote monk fixes, but I seriously think this one is worth your time. It's a parkour-based martial artist who can keep up with out of combat utility, thanks to increased use of Athletics and Acrobatics (easily broken into their component skills, the thread helps with that).

-The Reserve Mage (http://www.giantitp.com/forums/showthread.php?t=147086), a PrC based on reserve feats. Intended entry was Wizard 3, though Sorc 4 works too. The real power level is 3, when you get reserve fuse. Needs to be used in conjunction with the Reserve Feat Brainstorm (http://www.giantitp.com/forums/showthread.php?t=149358) though, for more useful options.

-The Measure of a Man (http://www.giantitp.com/forums/showthread.php?t=149336), my most liked project. This adds tons of new weapons to the game, most of which are exotic and worth the feat.

-Firearms! (http://www.giantitp.com/forums/showthread.php?t=187811) Gunslol. Also, has some feats for gun support.

-Quirks, Level 1 Feats (http://www.giantitp.com/forums/showthread.php?t=181216). These took the idea of level 1 feats, and made them somewhat more interesting by making some level 1 feats that had unique and creative effects.

-Miscellaneous Collection (http://www.giantitp.com/forums/showthread.php?t=194389) of feats. Just some stuff I had sitting around yesterday, and wanted to post.

-Daer'Ragh's Spellbook (http://www.giantitp.com/forums/showthread.php?t=99755). The oldest of my works on this list, these are a few useful gish spells.

That's really all I've got that needs testing right now. Let me know if you use any of it and how it goes, yeah? :smallwink:

Morph Bark
2011-04-10, 02:02 PM
That's really all I've got that needs testing right now. Let me know if you use any of it and how it goes, yeah? :smallwink:

Of course. The idea is that I will post my findings here (and how they were in play precisely can then be read in my campaign journal (http://www.giantitp.com/forums/showthread.php?t=192028)).

The firearms and other weapons will be especially nice, since those can also function as loot. I've thrown in unusual weapons before, like extending rapiers and fold-out swords, so they fit in perfectly.

Besides that, I'm currently not yet letting my players use homebrew (despite Nadia's player really wanting to), since they are still kinda new to 3.5; my rule is generally to wait until the third campaign before you introduce homebrew, but then it usually goes through the roof. :smalltongue:


I could use the Extinguisher and Shadow as some harassment for my players in the next game, leading up to a first encounter with a One Winged Angel, who returns later on leading a party of adventurers of other classes yet to be determined. I could use the Tawaki and Glöi then, but more homebrew races would be nice. I do realize most homebrew goes to classes and spells/maneuvers though, but that doesn't mean the rest should be left out!

arguskos
2011-04-10, 03:36 PM
I could use the Extinguisher and Shadow as some harassment for my players in the next game, leading up to a first encounter with a One Winged Angel, who returns later on leading a party of adventurers of other classes yet to be determined. I could use the Tawaki and Glöi then, but more homebrew races would be nice. I do realize most homebrew goes to classes and spells/maneuvers though, but that doesn't mean the rest should be left out!
Warning with the Shadow: It's a very... passive class. Shadows are not offensively minded, due to their action limitations. If you want harassment, use the Monk instead.

As for races, I can point you at my Silentium (http://www.giantitp.com/forums/showthread.php?p=8244752#post8244752). They're kinda magitech-ish though, so I don't know if you can roll with that or not. If you can, I'd love to hear how it goes. They're great martialists (actually, fantastic martialists), so that could be worth looking into.

If you want a brutally terrifying recurring opponent, what about the Blade Lords (http://www.giantitp.com/forums/showthread.php?t=146964)? Yes, they're a liiiittle beyond your players (:smalltongue:), but thanks to post #8 (http://www.giantitp.com/forums/showpost.php?p=8167580&postcount=8) in that thread, you can make your own! The Lords of Claws, Fists, Armor, and Double Weapons all could be yours, as could the Lord of Lasers, who already exists in that thread. Blade Lords come back to life and make fantastic scaling challenges and primal forces for your campaign world.

Also, if you make an extra Lord, lemme know, and I'll edit it into a post somewhere and give you credit. :smallwink:

LOTRfan
2011-04-10, 04:02 PM
In addition to the Tawaki and Gloi, I listed three of my own races.

I addition, I have the Jerren (http://www.giantitp.com/forums/showpost.php?p=9993958&postcount=1) (fluff found in Book of Vile Darkness), Marrku (Anthropomorphic Reindeer) (http://www.giantitp.com/forums/showpost.php?p=9974930&postcount=1), and two new carnivorous Saurials (http://www.giantitp.com/forums/showpost.php?p=10150303&postcount=24).

This might not be appropriate, but I have converted the interstellar Gravs (http://www.giantitp.com/forums/showpost.php?p=10645640&postcount=1) from 2e.

I have three 1 HD fey, if that counts as a "race" (they have high LA, though).

Morph Bark
2011-04-10, 04:33 PM
Warning with the Shadow: It's a very... passive class. Shadows are not offensively minded, due to their action limitations. If you want harassment, use the Monk instead.

I was moreso intending harassment as in "be a nuisance" rather than talking crowd control or jumping in and out of combat quickly while dealing damage.

Looking at the Blade Lords makes me think I should make a creature that is a budding Blade Lord of sorts, advocating use of his weapon in all cities.


In addition to the Tawaki and Gloi, I listed three of my own races.

I addition, I have the Jerren (http://www.giantitp.com/forums/showpost.php?p=9993958&postcount=1) (fluff found in Book of Vile Darkness), Marrku (Anthropomorphic Reindeer) (http://www.giantitp.com/forums/showpost.php?p=9974930&postcount=1), and two new carnivorous Saurials (http://www.giantitp.com/forums/showpost.php?p=10150303&postcount=24).

This might not be appropriate, but I have converted the interstellar Gravs (http://www.giantitp.com/forums/showpost.php?p=10645640&postcount=1) from 2e.

I have three 1 HD fey, if that counts as a "race" (they have high LA, though).

I had yet to take a look at those three races of yours, but they are interesting for sure. I could use your rendition of shardminds as guards for one of the elven mad scientists in my campaign (most homebrew races will probably be fluffed as mad science experiments in my campaign, so that it won't become too kitchen-sinky).

...those Marrku make me think some of my players will make jokes since it is a pirate campaign.

I could perhaps use those fey as well, but I'll have to see. Monsters are just as welcome as anything. :smallsmile:


EDIT: To those who have homebrew they want playtested and haven't yet posted here, don't be shy to come forth, there is still plenty of room! And even if you don't get your stuff picked this time around, well, this campaign isn't gonna end next session, there'll be more!

Jarian
2011-04-10, 04:34 PM
I'll nominate the Ascetic (http://www.giantitp.com/forums/showthread.php?t=193791), should your players want to play a monk that is unabashedly supernatural. There are lots of other classes in my sig that could be tested if you wish, but none that I really desire feedback on enough to take a spot from the other suggestions here.

arguskos
2011-04-10, 04:35 PM
I was moreso intending harassment as in "be a nuisance" rather than talking crowd control or jumping in and out of combat quickly while dealing damage.
Ah. I tend to think of faster classes like my Monk or the Scout as "harassment". Shows my RPG playing days, I see. :smallbiggrin:


Looking at the Blade Lords makes me think I should make a creature that is a budding Blade Lord of sorts, advocating use of his weapon in all cities.
You know, I'd really love to see that. That's a fantastic idea. I hope you use it. :smallsmile:

LOTRfan
2011-04-10, 04:40 PM
Monsters. That is something I enjoy greatly.

I have four different kinds of armadillos (plus the Carbuncle, magical armadillos from 1e), nearly thirty dinosaurs, four golems (three of them extraplanar), two fiends, toy breed dogs, Leprechauns (along with Far Darrigs and Clurichauns), an undead hag template, shapeshifting dragons, a lesser phoenix, skinwalkers, and a new planetouched race. It's all in my sig.

Djinn_in_Tonic
2011-04-10, 05:07 PM
I'd put mine up for player interest, but, quite frankly, most of my PrCs are INCREDIBLY specific. :smallbiggrin:

Morph Bark
2011-04-11, 06:31 AM
I'll nominate the Ascetic (http://www.giantitp.com/forums/showthread.php?t=193791), should your players want to play a monk that is unabashedly supernatural. There are lots of other classes in my sig that could be tested if you wish, but none that I really desire feedback on enough to take a spot from the other suggestions here.

As said, my players won't yet get to use homebrew, but it's likely that I will show it to my Scout player, as he really wanted to play a Monk at first, but we already had two Swordsages, so I steered him away from that.

Also, going through your homebrew signature (and now that you've changed your avatar back to a previous one), I recognize you as the creator of the LoL PrCs, which I play almost daily with my players as well, so it is pretty likely those will show up too! Some of my players actually begged me to let them use those, but then we found out that there weren't any PrCs based on the characters they wished to emulate, hence why the campaign became a no-homebrew one for the players.


Ah. I tend to think of faster classes like my Monk or the Scout as "harassment". Shows my RPG playing days, I see. :smallbiggrin:

Yeah, I should've known the term might be taken differently. :smalltongue: I'm big on harassment myself when playing games.


I'd put mine up for player interest, but, quite frankly, most of my PrCs are INCREDIBLY specific. :smallbiggrin:

Incredibly specific PrCs are never a problem. Fluff is as mutable as much as a DnD human is a breeder. :smalltongue:

Plus, fluff doesn't need playtesting, ammirite? :smallwink:

...I have to say though, Djinn, that I've never seen a list of your homebrew, and you don't appear to have an extended homebrew signature. Am I wrong and have I just missed something here?

Jarian
2011-04-11, 06:53 AM
Also, going through your homebrew signature (and now that you've changed your avatar back to a previous one), I recognize you as the creator of the LoL PrCs, which I play almost daily with my players as well, so it is pretty likely those will show up too! Some of my players actually begged me to let them use those, but then we found out that there weren't any PrCs based on the characters they wished to emulate, hence why the campaign became a no-homebrew one for the players.

Out of curiosity, which ones were they looking for that weren't there?

peacenlove
2011-04-11, 06:54 AM
This post (http://forum.faxcelestis.net/viewtopic.php?f=21&t=273) contains many angels. Although most are unsuitable for your game due to high CR and geared vs T2 PC, I would like to hear about the Neophyte (first monster) and the Shadevari (last monster).

Also these mysteries (http://forum.faxcelestis.net/viewtopic.php?f=21&t=271) are geared for good aligned players, at least most of them (however The shadow that was mystery path is clearly evil god hating aligned).
They require the Shadowcaster base class from ToM however, but i have rewritten (http://forum.faxcelestis.net/viewtopic.php?f=21&t=269) it for pathfinder play. He should be comfortable in a T3 game.

Epsilon Rose
2011-04-11, 07:29 AM
If you can fit it, I'd like to see what happens to my Chaote (http://www.giantitp.com/forums/showthread.php?t=189546) at mid to high levels, though if you intend to use it please tell me so I can throw up the last few tables I've been lagging on.

The_Admiral
2011-04-11, 08:00 AM
Please use the one in my sig and tell me how it goes?He can be a negotiator traveling to a Foreign land.

Djinn_in_Tonic
2011-04-11, 10:01 AM
...I have to say though, Djinn, that I've never seen a list of your homebrew, and you don't appear to have an extended homebrew signature. Am I wrong and have I just missed something here?

I don't have one, actually. I'll put one up here later today for your perusal.

Qwertystop
2011-04-11, 10:06 AM
My sig has a few things. The ones that I think are really far enough along to get playtesting are the Druid ACF and the Metamagic Feats, and maybe the Dexterity Casting PrC, but I'm not sure of a leading-up build.

Djinn_in_Tonic
2011-04-11, 11:22 AM
Here are a bunch of my Prestige Classes (http://www.giantitp.com/forums/showthread.php?t=135310), in the form of a 4e version compendium. Each one has a link to the respective 3.5 PrC.

Madspark Eccentric would be the one I'd really love some info on.

jiriku
2011-04-11, 03:04 PM
Summoner would love a test (in sig). I'd recommend using the feats that are provided in the Summoner thread. Also, a summoner benefits from any feats that are relevant to its focus (so, a sneaky summoner attuned to a fiendish dire bat would want perhaps Darkstalker, a battle summoner bonded to creature with many natural weapons would want Improved Natural Attack or Multiattack, a political summoner bonded to a unicorn or pixie might want Invisible Spell, etc.). Skills aren't so important to a summoner -- his best bet is to call a planar companion that has strengths closely aligned with what he wants to do, then attune to this companion and augment his ability scores, skills, and physical capabilities with the companion's attributes. Summoners can also deliver an effective tactical surprise to a group of PCs, because when they dismiss one companion and call another, their augments completely change, and they can assume an entirely different role in the encounter.

Ziegander
2011-04-11, 03:18 PM
I would LOVE for you or anyone for that matter to give The Swordsaint (http://www.giantitp.com/forums/showthread.php?t=181566) a playtest.

Morph Bark
2011-04-11, 07:47 PM
Out of curiosity, which ones were they looking for that weren't there?

I don't know all the character's titles, so I'll just list the characters they were looking for: Shaco, Teemo, Lux, Mordekaiser, Ryze, Shen, Twisted Fate, Fiddlesticks and maybe Vladimir.


Please use the one in my sig and tell me how it goes?He can be a negotiator traveling to a Foreign land.

I'll have to read through it more thoroughly, but it seems a bit confusing to read. Usually that's not a good first sign of balance, but I can always give it a try.


My sig has a few things. The ones that I think are really far enough along to get playtesting are the Druid ACF and the Metamagic Feats, and maybe the Dexterity Casting PrC, but I'm not sure of a leading-up build.

I'd have to really sit down to read through the Druid ACF, since it confused me due to wording. I have used your Dex-based casting class in combo with arguskos' Reserve Mage and Reserve feats to create an NPC for use though!


Here are a bunch of my Prestige Classes (http://www.giantitp.com/forums/showthread.php?t=135310), in the form of a 4e version compendium. Each one has a link to the respective 3.5 PrC.

Madspark Eccentric would be the one I'd really love some info on.

Wow, that's quite the bunch there! I see most of them are prettymuch meant for the last ten levels, so while I'd love to use them and definitely will once my party is of high enough level, they aren't just yet, so it'll have to wait. It just wouldn't be fair on them otherwise.


Besides the aforementioned Dex-caster/Reserve Mage, I'll be using arguskos' Monk and Jarian's Ascetic alongside one another to see how the two Monk fixes compare. I want to finish up the party with two more characters of level 4, so if anyone has a base class lying around they want tested at lower-levels, here's your chance! (It would perhaps even be most fitting if it would be a party all made up of different monk fixes. :smalltongue:)

Qwertystop
2011-04-11, 07:54 PM
I'd have to really sit down to read through the Druid ACF, since it confused me due to wording. I have used your Dex-based casting class in combo with arguskos' Reserve Mage and Reserve feats to create an NPC for use though!


What about the ACF was confusing? Maybe I can explain it better and/or reword it in the main description.

Jarian
2011-04-11, 07:56 PM
I don't know all the character's titles, so I'll just list the characters they were looking for: Shaco, Teemo, Lux, Mordekaiser, Ryze, Shen, Twisted Fate, Fiddlesticks and maybe Vladimir.

Well, Shen and Mordekaiser (http://www.giantitp.com/forums/showpost.php?p=9752865&postcount=3) are there at least, if that changes anything.

Doc Roc
2011-04-11, 07:59 PM
May I recommend War-Marked for rolling small NPC foes?

jiriku
2011-04-11, 10:18 PM
Monkly monk the monkish monkening! (Has a monk fix in sig.)

Morph Bark
2011-04-12, 03:45 AM
Gotta jet in a minute to catch the bus to school, but I got one NPC ready, as in the cohort to a boss villain. He's named Wounded Elbow because one of his lower arms was chopped off and later replaced with a ghostly arm with a shield.

Reserve Feats: http://www.giantitp.com/forums/showthread.php?t=149358
Reserve Mage: http://www.giantitp.com/forums/showthread.php?t=147086
Gesturecaster: http://www.giantitp.com/forums/showthread.php?t=181071

Wounded Elbow
Human Gesturecaster 3/Reserve Mage 3
Medium Humanoid
Hit Dice 6d4 (23 hp)
Initiative +9
Speed 30 ft
Armour Class 17 (+5 Dex, +2 shield), touch 15, flat-footed 12
Base Attack Bonus/Grapple +2/+2
Attack
Full Attack
Space/Reach 5 ft/5 ft
Special Attacks Spells
Special Qualities --
Saves Fort +2, Ref +8, Will +2
Abilities Str 10, Dex 20, Con 10, Int 13, Wis 8, Cha 8
Skills Concentration +9, Spellcraft +10
Feats Bee Swarm, Blinding Spittle, Corpsewalk, Deafening Roar, Improved Initiative, Numbing Ray, Scorching Illumination, Shimmering Armor (+3), Smoulder, Telekinetic Disarm (25 ft)
Treasure gloves of Dexterity +2, slippers of water walking, ghostly shieldarm

Spell list: irrelevant, since he focuses on reserve feats.


May I recommend War-Marked for rolling small NPC foes?

Could you provide a link? I might have it somewhere in my favourites, but considering how HUGE that folder is and it might not even be there, I always would like a link.

akma
2011-04-12, 06:45 AM
I made a rogue variant named passer (http://www.giantitp.com/forums/showthread.php?t=183917), that didn`t get any feedback. It is a rogue designed to move through walls, and while it is less able to deal with traps then the regular rogue, I can`t estimate how good passing through solid matter can be out of combat. I haven`t determined how much damage he will do to someone if he will pull him into a wall, but I guess 1d6 per 5 feet is ok.

I also made a very specific prestige class based on using emotion drugs. Besides the last level ability, knowing about the emotion drugs isn`t neccesery. The emotional nercomancer. (http://www.giantitp.com/forums/showpost.php?p=9754388&postcount=97)

There is a base class I partly built, that I hesistated to publish becuse fear of lack of feedback. It`s called construct rider. The riders bind part of their motoric abilities into a special type of construct, and can control it and their body at the same time. If you`re intrested, I could work some more and publish it. The construct can be of any shape. I also thought about the idea to make it as a series of feats instead of a class.

Qwertystop
2011-04-12, 07:11 AM
Gotta jet in a minute to catch the bus to school, but I got one NPC ready, as in the cohort to a boss villain. He's named Wounded Elbow because one of his lower arms was chopped off and later replaced with a ghostly arm with a shield.

Reserve Feats: http://www.giantitp.com/forums/showthread.php?t=149358
Reserve Mage: http://www.giantitp.com/forums/showthread.php?t=147086
Gesturecaster: http://www.giantitp.com/forums/showthread.php?t=181071

Wounded Elbow
Human Gesturecaster 3/Reserve Mage 3
Medium Humanoid
Hit Dice 6d4 (23 hp)
Initiative +9
Speed 30 ft
Armour Class 17 (+5 Dex, +2 shield), touch 15, flat-footed 12
Base Attack Bonus/Grapple +2/+2
Attack
Full Attack
Space/Reach 5 ft/5 ft
Special Attacks Spells
Special Qualities --
Saves Fort +2, Ref +8, Will +2
Abilities Str 10, Dex 20, Con 10, Int 13, Wis 8, Cha 8
Skills Concentration +9, Spellcraft +10
Feats Bee Swarm, Blinding Spittle, Corpsewalk, Deafening Roar, Improved Initiative, Numbing Ray, Scorching Illumination, Shimmering Armor (+3), Smoulder, Telekinetic Disarm (25 ft)
Treasure gloves of Dexterity +2, slippers of water walking, ghostly shieldarm

Spell list: irrelevant, since he focuses on reserve feats.


Just thought I should make it clear that the Base Class Gesturecaster is even more overpowered than the Wizard, and the one I wasn't sure about was the PrC, which is now in the first post. You can use the base if you want, just wanted that clear.

Morph Bark
2011-04-12, 12:12 PM
Well, Shen and Mordekaiser (http://www.giantitp.com/forums/showpost.php?p=9752865&postcount=3) are there at least, if that changes anything.

Ahh, I had forgotten what Shen's title was. I knew you had Mordekaiser. Sadly, none of the players would qualify for either without three more levels of rogue/ninja or a reincarnate. I'm guessing the project is currently dead though?


Monkly monk the monkish monkening! (Has a monk fix in sig.)

MONK! Monkmonk monk monkamonkiemonk! Monnnn~k~


I made a rogue variant named passer (http://www.giantitp.com/forums/showthread.php?t=183917), that didn`t get any feedback. It is a rogue designed to move through walls, and while it is less able to deal with traps then the regular rogue, I can`t estimate how good passing through solid matter can be out of combat. I haven`t determined how much damage he will do to someone if he will pull him into a wall, but I guess 1d6 per 5 feet is ok.

I also made a very specific prestige class based on using emotion drugs. Besides the last level ability, knowing about the emotion drugs isn`t neccesery. The emotional nercomancer. (http://www.giantitp.com/forums/showpost.php?p=9754388&postcount=97)

There is a base class I partly built, that I hesistated to publish becuse fear of lack of feedback. It`s called construct rider. The riders bind part of their motoric abilities into a special type of construct, and can control it and their body at the same time. If you`re intrested, I could work some more and publish it. The construct can be of any shape. I also thought about the idea to make it as a series of feats instead of a class.

I could try out the passer, but I have to ask: is the limit per day, or just the distance he can move through something at any one time? If the latter - it's already way strong, making the rogue practically incorporeal half the time. All the special abilities are cool though. I could use it later on in the mid levels. Though if this service picks up you're probably going to have to remind me later. =X


Just thought I should make it clear that the Base Class Gesturecaster is even more overpowered than the Wizard, and the one I wasn't sure about was the PrC, which is now in the first post. You can use the base if you want, just wanted that clear.

Ahh, I hadn't read beyond the contents of the spoiler, figuring it was all in there. My bad. Still, with the level it'll be at due to the PrCs, he won't be able to cast beyond level 3 spells, so I might still be able to judge the power of the PrC indirectly. :smallsmile:

akma
2011-04-12, 01:09 PM
I could try out the passer, but I have to ask: is the limit per day, or just the distance he can move through something at any one time?

At once.



If the latter - it's already way strong, making the rogue practically incorporeal half the time.

Mmmm... What if I would double the distances, but it would be that distance per day?


All the special abilities are cool though.

I`m glad you liked them :smallsmile:

Doc Roc
2011-04-12, 02:21 PM
Gotta jet in a minute to catch the bus to school, but I got one NPC ready, as in the cohort to a boss villain. He's named Wounded Elbow because one of his lower arms was chopped off and later replaced with a ghostly arm with a shield.

Reserve Feats: http://www.giantitp.com/forums/showthread.php?t=149358
Reserve Mage: http://www.giantitp.com/forums/showthread.php?t=147086
Gesturecaster: http://www.giantitp.com/forums/showthread.php?t=181071

Wounded Elbow
Human Gesturecaster 3/Reserve Mage 3
Medium Humanoid
Hit Dice 6d4 (23 hp)
Initiative +9
Speed 30 ft
Armour Class 17 (+5 Dex, +2 shield), touch 15, flat-footed 12
Base Attack Bonus/Grapple +2/+2
Attack
Full Attack
Space/Reach 5 ft/5 ft
Special Attacks Spells
Special Qualities --
Saves Fort +2, Ref +8, Will +2
Abilities Str 10, Dex 20, Con 10, Int 13, Wis 8, Cha 8
Skills Concentration +9, Spellcraft +10
Feats Bee Swarm, Blinding Spittle, Corpsewalk, Deafening Roar, Improved Initiative, Numbing Ray, Scorching Illumination, Shimmering Armor (+3), Smoulder, Telekinetic Disarm (25 ft)
Treasure gloves of Dexterity +2, slippers of water walking, ghostly shieldarm

Spell list: irrelevant, since he focuses on reserve feats.



Could you provide a link? I might have it somewhere in my favourites, but considering how HUGE that folder is and it might not even be there, I always would like a link.

http://www.giantitp.com/forums/showthread.php?t=190893

Ziegander
2011-04-12, 02:25 PM
Sorry, I didn't read the original post thoroughly. Okay, so if you were interested in playtesting The Swordsaint (http://www.giantitp.com/forums/showthread.php?t=181566) a bit, you'd be playing it as an NPC, and perhaps a "boss" encounter.

So, let's look at 4th level, 6th level, and 8th level.

Swordsaints of all levels value Wisdom above all, and probably Charisma second, but Constitution certainly competes.

Using dice or cards to track granted spells is recommended as recovering/readying a Swordsaint's spells is always done randomly.

Key Skills (in order of importance): Concentration, Balance, Diplomacy, Handle Animal, Intimidate, and Spellcraft.

Special Note (Psionics): Races that begin play with 1 Power Point are of special interest, in that they can gain Psionic Focus using Concentration, and are able to take cool [Psionic] feats like Psionic Weapon and Deep Impact.

4th Level
At 4th level, a Swordsaint still only knows 1st level spells, but he is able to Channel them to grand effect and he has just gotten his Saintly Resolve which will aid him in absorbing damage. At this level, a well trained Riding Dog or Heavy Warhorse can be an invaluable asset.

Recommended spells known: Beastland Ferocity, Cure Light Wounds, Ebon Eyes, Improvisation, Ray of Enfeeblement, and Shocking Grasp.

Recommended feats: Power Attack, Combat Reflexes, Dodge, Improved Bull Rush, Improved Initiative, Mobility, Improved Toughness, Karmic Strike, Leap Attack, Stand Still, Expanded Channeling*, Imbued Resolve*, or Unbreakable Spirit*.

Special Note: Unlike the Duskblade, Metamagic and Reserve feats, do not work for the Swordsaint. Because the Swordsaint doesn't use spell slots, these feats, as well as any others that modify or use spell slots (Arcane Strike for example) simply do nothing for the Swordsaint. He does benefit from the increase to caster level granted by Reserve feats.

6th Level
At 6th level, not only have we gained the ability to cast 2nd level spells, but we have our first Quick Cast/day. Now we are really getting into the meat and potatoes. We know 8 spells, and because of our spell-swap mechanics, up to three of these can be 2nd level. We have another spell granted to us now, but for our lovely power upgrade we pay in increased randomness.

Recommended Spells Known: 1st - Beastland Ferocity, Ebon Eyes, Improvisation, Ray of Enfeeblement, and Shocking Grasp. 2nd - Cure Moderate Wounds, Electric Vengeance, Knight's Move.

Special Notes: Recoverable Cure Moderate Wounds combined with Quick Cast is very, very helpful. Electric Vengeance keeps his damage output going even when it isn't his turn. Knight's Move is useful for combat positioning, but also invaluable for escaping grapples and battlefield control such as Entangle, Black Tentacles, or Solid Fog.

With the Expanded Channeling feat Mindless Rage is also very useful.

With the Extra Quickening feat buffs like Flame of Faith and Strength of Stone can be exceptionally good. Extra Quickening can also be used for nifty battlefield control via Sleet Storm.

Recommended Feats Known: As above, but including Elusive Target, Shock Trooper, and Extra Quickening*.

8th Level
At 8th level, we're still one level away from 3rd level spells, so 2nd level ones will have to do, however, because of our spell-swap mechanics, out of a total of 10 spells known, up to 6 of these can be 2nd level. Nice. We also have an extra spell granted, as well as the nifty Passionate Smite feature, and our Saintly Resolve has improved once more.

Recommended Spells Known: 1st - Beastland Ferocity, Ebon Eyes, Improvisation, and Shocking Grasp. 2nd - Cure Moderate Wounds, Electric Vengeance, Knight's Move, Scorching Ray, Seeking Ray, and Swift Fly.

Recommended Feats Known: As above (nothing new really opens up at 8th level).

Special Notes: With Saintly Resolve 10 and the Unbreakable Spirit feat a Swordsaint is able to get a lot more mileage out of his total hit points. He is also able to dish out quite a lot of hurt per attack with his offensive spells and Spell Channeling. With Passionate Smite, a villain can really smack down PCs that are very likely to have alignments opposed to his own.

*These feats are found in the Swordsaint thread, in the second post.

arguskos
2011-04-12, 04:00 PM
Reserve Feats: http://www.giantitp.com/forums/showthread.php?t=149358
Reserve Mage: http://www.giantitp.com/forums/showthread.php?t=147086
Gesturecaster: http://www.giantitp.com/forums/showthread.php?t=181071

Wounded Elbow
Human Gesturecaster 3/Reserve Mage 3
Medium Humanoid
Hit Dice 6d4 (23 hp)
Initiative +9
Speed 30 ft
Armour Class 17 (+5 Dex, +2 shield), touch 15, flat-footed 12
Base Attack Bonus/Grapple +2/+2
Attack
Full Attack
Space/Reach 5 ft/5 ft
Special Attacks Spells
Special Qualities --
Saves Fort +2, Ref +8, Will +2
Abilities Str 10, Dex 20, Con 10, Int 13, Wis 8, Cha 8
Skills Concentration +9, Spellcraft +10
Feats Bee Swarm, Blinding Spittle, Corpsewalk, Deafening Roar, Improved Initiative, Numbing Ray, Scorching Illumination, Shimmering Armor (+3), Smoulder, Telekinetic Disarm (25 ft)
Treasure gloves of Dexterity +2, slippers of water walking, ghostly shieldarm

Spell list: irrelevant, since he focuses on reserve feats.

Several thoughts.

1. His spell list is INCREDIBLY relevant. Reserve feats aren't very defensive, and at level 6, he has basically no life and no AC. His spells need to keep him active long enough to matter (even with Shimmering Armor). And, given that he has all sorts of caster level buffs across the board, you can really lay down some hurt on people with a few cleverly chosen effects.

2. His reserve selection isn't the best. He's doubling up on effects, which is pretty bad. Considering losing Blinding Spittle for Skinscorch. Also considering losing Smoulder for Cuts Inside The Mind. That should increase your combat effectiveness a great deal. I'd also suggest working Vanishing Act in there somehow, it's an amazingly useful effect.

3. Otherwise, it looks good. Don't forget, he always has a 4th level spell available for all his Reserve Feats, and Reserve Fuse is active, letting him double up every turn. If you give him some people to screen for him, or he's attacking from improved invisibility or whatnot, he should be quite effective.

GFawkes
2011-04-12, 04:27 PM
If you have a crafter in the party, could s/he try out my prestige class idea? (http://www.giantitp.com/forums/showthread.php?t=194877)

Morph Bark
2011-04-13, 06:35 AM
Sorry, I didn't read the original post thoroughly. Okay, so if you were interested in playtesting The Swordsaint (http://www.giantitp.com/forums/showthread.php?t=181566) a bit, you'd be playing it as an NPC, and perhaps a "boss" encounter.

Awesome! I'm incredibly greatful for your breakdown on your class. I'll be sure to use him. I got my lineup ready for the next session (now on Friday as we're going to the Elf Fantasy Fair on Sunday), but there is always the one after that.


Several thoughts.

1. His spell list is INCREDIBLY relevant. Reserve feats aren't very defensive, and at level 6, he has basically no life and no AC. His spells need to keep him active long enough to matter (even with Shimmering Armor). And, given that he has all sorts of caster level buffs across the board, you can really lay down some hurt on people with a few cleverly chosen effects.

Hmmm, true, especially since he can't wear armour. Throwing in Mage Armor at least would be a good idea. The Reserve Feats will probably remain his only offense for now, with the party being level 3 (+1).


2. His reserve selection isn't the best. He's doubling up on effects, which is pretty bad. Considering losing Blinding Spittle for Skinscorch. Also considering losing Smoulder for Cuts Inside The Mind. That should increase your combat effectiveness a great deal. I'd also suggest working Vanishing Act in there somehow, it's an amazingly useful effect.

Admittably I just picked a few random ones that seemed to just beg me for testing. Cuts Inside the Mind, due to its introduction of "temporary damage" isn't something I'm willing to use however, but I could replace the Deafening one for Skinscorch.


3. Otherwise, it looks good. Don't forget, he always has a 4th level spell available for all his Reserve Feats, and Reserve Fuse is active, letting him double up every turn. If you give him some people to screen for him, or he's attacking from improved invisibility or whatnot, he should be quite effective.

Ahh, I guess I misread some parts of the Reserve Mage then. I thought he only had a 4th level slot available for selecting Reserve Feats and not using them.


If you have a crafter in the party, could s/he try out my prestige class idea? (http://www.giantitp.com/forums/showthread.php?t=194877)

No crafters, sadly. I suppose the easiest parts to playtest are combat or skill parts, since those come up most often with NPCs.

Eldan
2011-04-13, 06:52 AM
Well, it's not really character building material, but I'd love to hear what a player would think if he was infected with one of my nastier diseases (http://www.giantitp.com/forums/showthread.php?t=129929). A lot of them should work in non-planar contexts.

Morph Bark
2011-04-13, 07:14 AM
Well, it's not really character building material, but I'd love to hear what a player would think if he was infected with one of my nastier diseases (http://www.giantitp.com/forums/showthread.php?t=129929). A lot of them should work in non-planar contexts.

Oohhh. :smallamused:


Anyhoo, got a Caliban Ascetic semi-ready. Still need the style done with and feats. I can change it up later to test multiple styles, so that's not a big problem, but I've never build a monk before (half my players have though), so suggestions are welcome (for any/all of the styles).

Caliban: http://www.giantitp.com/forums/showpost.php?p=10596123&postcount=1
Ascetic: http://www.giantitp.com/forums/showthread.php?t=193791

Gronwë
Medium Humanoid (human, extraplanar)
Hit Dice 4d8+20 (38 hp)
Initiative +2
Speed 40 ft
Armour Class 20 (+2 Dex, +8 deflection), touch 20, flat-footed 18
Base Attack Bonus/Grapple +4/+6
Attack +6 unarmed strike (1d10+2)
Full Attack +6 unarmed strike (1d10+2)
Space/Reach 5 ft/5 ft
Special Attacks evasion
Special Qualities
Saves Fort +9, Ref +6, Will +2
Abilities Str 14, Dex 15, Con 20, Int 10, Wis 12, Cha 8
Skills
Feats
Treasure hat of disguise to look beautiful and human, ascetic’s belt which is like a monk’s belt but Con-based

Flurry of Blows: When attacking with unarmed strikes or with Ascetic melee weapons, the Ascetic can make an additional attack at her highest attack bonus as part of a standard or full attack action. This extra granted attack stacks with haste and other, similar effects.

Wholeness of Body: Swift action, heal up to 20 hp per day. By expending a point of nen as a swift action, the Ascetic may refill a number of points to this pool of healing equal to her class level.

Eldan
2011-04-13, 07:22 AM
Oohhh. :smallamused:


Yes :smalltongue:

Just once I want to see a character's face when he visits a cleric who tells him "I don't know what kind of brothels you visit, but you have Ooze Fever. Over the next three days, your flesh will liquefy and your bones will turn into gelatin."

Qwertystop
2011-04-13, 08:57 AM
Just re-asking here:
What was confusing about the wording for my Druid ACF? Maybe I can clarify, and also fix the problems on the thread for it.



Yes :smalltongue:

Just once I want to see a character's face when he visits a cleric who tells him "I don't know what kind of brothels you visit, but you have Ooze Fever. Over the next three days, your flesh will liquefy and your bones will turn into gelatin."

Agreed.

Melayl
2011-04-13, 01:23 PM
Well, if you're offering... I wouldn't mind finding out how my Beast Warrior (http://www.giantitp.com/forums/showthread.php?t=139664)class and my Cheshire (http://www.giantitp.com/forums/showpost.php?p=10520769&postcount=13) do in real play. If you've got a story they might fit in.

I haven't had an actually group to game with in a looong time, so I haven't had a chance to test them myself.

Morph Bark
2011-04-14, 02:36 AM
Just re-asking here:
What was confusing about the wording for my Druid ACF? Maybe I can clarify, and also fix the problems on the thread for it.

Eh, mighta been the state of mind I was in while reading it first, but I guess it was just how I would use it in general. If it is clear for others, you don't have to clarify for me, since I'd be unlikely to use it as the players have decided to go venturing in/near a desert.


Anyhoo, the other two monks be ready:

Argus
Arguskos’ Monk: http://www.giantitp.com/forums/showthread.php?t=192781

Argus the Totally Blind Monk
Halfling Monk 4
Medium Humanoid
Hit Dice 4d8+4 (36 hp)
Initiative +8
Speed 30 ft
Armour Class 19 (+1 dodge, +4 Dex, +3 armor, +1 size), touch 16, flat-footed 14
Base Attack Bonus/Grapple +4/+2
Attack +6 unarmed strike (1d8+2)
Full Attack +6 unarmed strike (1d8+2)
Space/Reach 5 ft/5 ft
Saves Fort +3, Ref +9, Will +3
Abilities Str 14, Dex 18, Con 12, Int 10, Wis 10, Cha 8
Skills Climb +10, Iaijutsu Focus +6, Jump +10, Tumble +11
Feats Cleave, Dodge, Improved Initiative, Mobility, Power Attack
Treasure wand of shrink person (10 charges), wand of enlarge person (3 charges), bracers of armor +3, totally fake blindfold

Flowing Strike (Ex): The most basic of the techniques of the Unending Road, the technique of the flowing strike is what gives monks their reputation as agile, leaping combatants. Monks add their class level as a circumstance bonus to melee attack and damage rolls made after moving at least 10 ft in a round.

Agile Combatant (Ex): Monks are supple and know how to use the environment to their advantage. They may ignore movement penalties from terrain.

Wall Jump: As a full-round action, the monk may attempt to make a chain of Athletics checks to scale a walled area very rapidly. This can only be done if at least two walls exist to jump between. The monk makes an Athletics check for climbing to begin the attempt. Once the monk is at least 10 ft off the ground, he may make an Athletics check to jump to a nearby wall, then rapidly jump off of it back to the original wall, and continue in this fashion (making an Athletics check each time) until he is out of walls to use in this fashion. If the monk fails a jumping check, he can make a final Athletics check to cling to the wall (ending the attempt; this check is as per the check to climb the surface normally, but at an additional -10 for the momentum of jumping back and forth rapidly). If he fails the recovery, he falls the full distance and his action is wasted.

Tumbling Defense: Once/encounter, the monk may attempt an Acrobatics check as an immediate action when attacked. The check is rolled, and the result functions as the monk's AC against that attack, for better or worse.



Comments: he is meant to take Spring Attack as his next feat so that in combo with Cleave he can jump in, drop some guys and move out again.


A'traps
Jiriku’s Monk: http://www.giantitp.com/forums/showthread.php?t=150122

Pylon A’traps
Changeling Monk 4
Medium Humanoid
Hit Dice 4d8+4 (36 hp)
Initiative +7
Speed 40 ft
Armour Class 18 (+3 Dex, +4 Wis, +1 deflection), touch 18, flat-footed 15
Base Attack Bonus/Grapple +3/+6
Attack +11 unarmed strike (1d8+8) or +6 greatsword (1d10+3)
Full Attack +11 unarmed strike (1d8+8) or +6 greatsword (1d10+3)
Space/Reach 5 ft/5 ft
Special Attacks trapfinding
Special Qualities evasion
Saves Fort +5, Ref +7, Will +8
Abilities Str 10, Dex 16, Con 13, Int 8, Wis 18, Cha 10
Skills Balance +20, Disable Device +6, Disguise +3, Jump +20, Open Lock +6, Tumble +20
Feats Improved Initiative
Treasure +1 versatile brilliant energy adamantine greatsword, periapt of glibness (1/day immediate action)

Flurry of Blows (Ex): When unarmored, a monk may strike with a flurry of blows at the expense of accuracy when performing an attack or a full attack action, or as part of a charge. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus columns on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears.

Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.


Comments: have yet to pick more feats for him.


The NPCs might have up to two extra feats than usual, which would be due to Flaws, but since Flaws are always picked to be things that don't come up, I haven't listed them.

Darth Stabber
2011-04-14, 10:35 PM
I would like to see some more data on both the Omnimancer base class, and Commisar prc, both in my sig. If you want individuals stated up I can do that.

Notes for commisar - I had absolutely no class at all in mind when I designed the class, except I didn't really want barbarians doing it (they have their own cool intimidate tricks). Fighter, paladin, and rogue I guess are the primary audience, but anything with intimidate as a class skill is more than welcome (even evil barbarians). They are absolute team players, they need someone to bully or the class features mean very little.

Notes for omnimancer - from my own playtesting I can say that spell/power choice is absolutely critical. Very few spell slots of very low levels, you need to prepare non-damage, and hammer weak saves to have any chance of effects sticking. Psionics is your damage source, along with invocations (for when you are saving pp/don't have a relevant spell). Bottom line is that the class is very good at solving noncombat problems, and must be very careful in combat.

LOTRfan
2011-04-22, 09:07 AM
I bring a request. I recently converted the Vryloka (http://www.giantitp.com/forums/showpost.php?p=10824678&postcount=1) from 4e to 3.5e. Care to playtest it?

Also, how did the monks/Caliban encounter go?

Morph Bark
2011-04-22, 07:28 PM
Also, how did the monks/Caliban encounter go?

I'm working out the journal entry for the third session (though we've also had a fourth since then which wasn't planned until the last minute) and at the same time I will write up my thoughts on the 'brew I used. I'll need to go over the classes again though, because for some reason the guy using jiriku's monk class turned out to be crazy strong.

I have to say though, the Caliban race is a nifty one and I'll have that NPC return later prolly, due to the players not yet knowing she is a Caliban.

Garryl
2011-04-22, 08:50 PM
If you still have room, I'd like to see how some of my homebrew fares. My complete list is here (http://brilliantgameologists.com/boards/index.php?topic=9922.msg336099#msg336099), but I'm particularly interested in seeing how my spell-less Paladin and Ranger variants (http://brilliantgameologists.com/boards/index.php?topic=11466) work, and how the meta discipline (http://brilliantgameologists.com/boards/index.php?topic=10068.msg370444#msg370444) works in practice (GitP mirror (http://www.giantitp.com/forums/showthread.php?p=10264737#post10264737)). If anything suits your fancy or looks interesting, PM me and I'll be happy to draw up a simple build for you to use.

dragonsamurai77
2011-04-23, 12:06 PM
I would like to request for you to try the Dragonflame Dancer, in my signature.

zagan
2011-04-23, 03:30 PM
That seem like a fantastic idea, I have a few thing I wouldn't mind being tested.

My Metainitiation feat (http://www.giantitp.com/forums/showthread.php?t=162975) could use some testing. They can be use by any martial adept.

The War Summoner (http://www.giantitp.com/forums/showpost.php?p=8485772&postcount=12) could be a nice foe. Minimum entry is wizard 5 / marshal 2 but it make more sense as a sorcerer 6 / marshal 2. Plus the first unique ability (coordinated strike) is at level 2 so that's a minimum ECL/CR 10. So perhaps when they reach a higher level to make the test useful, otherwise it's just a multiclass sorcerer/marshal

The Tiny thief (http://www.giantitp.com/forums/showpost.php?p=8840759&postcount=13) could make for a fun encounter. Minimum entry rogue 5 (or similar perhaps ninja for an invisible tiny thief ?) and it can be used right at ECL/CR 6

The Spirit manifester (http://www.giantitp.com/forums/showpost.php?p=9154466&postcount=13) might be a spooky encounter. You need to be spirit shaman 5 for this class. Minimum ECL/CR 6.

The Vestige summoner (http://www.giantitp.com/forums/showthread.php?t=171823) is for higher level play (minimum binder 12 entry) but the vestige themselves could be used as monster the first few are supposed to be CR 11 but that was more a goal than a result. Perhaps as boss monster.

If you are looking for very special race my Lesser Silthilar (http://www.giantitp.com/forums/showpost.php?p=9424322&postcount=3) make perfect made scientist experiment. (LA 0)

A few spell (http://www.giantitp.com/forums/showpost.php?p=9051661&postcount=5) for gish martial adept. Perhaps to be used in conjuction with the metainitiation feat. (spell level 2 to 5 for sorcerer and wizard only)

Tell me if you find a use for any of them (or if some of my other homebrew interest you from my extend signature) any feedback is appreciate. And once agains I must say that it's a very good idea.

Morph Bark
2011-04-26, 05:08 PM
Alright, evaluations!

The Caliban (http://www.giantitp.com/forums/showpost.php?p=10596123&postcount=1) race synergized really well with the Ascetic (http://www.giantitp.com/forums/showthread.php?t=193791). Sadly no spells were cast on her, so there was no use of her SR. I also forgot to initiate some Intimidating, especially since one of the players loves to use Duel of Wills.

The Ascetic character turned out to be pretty good as a meat shield, due to a lot of HP from Con synergy and use of the Denying Hand Style. I imagine that a level 17 Denying Hand Ascetic would be hard to beat, unless you're a spellcaster. Infinite denial is helluva strong like that and I'd advise putting a limit on that. However, at level 4, she proved to be really useful and balanced (taking into account her ability modifiers had been incredibly tailored and not rolled or even point bought). Denying Hand Style gets a stamp of approval, save for its final ability.

A'traps, the character using Jiriku's monk fix, proved to be really powerful and almost had one-shotted the party necromancer had I not last-moment decided that he dealt slashing damage, thus allowing his DR to work. He continued to go on like this against the others and if he hadn't had his sword (which I had just given to him as a kind of lightsaber for my own in-joke pleasure due to Pylon A'traps being the name of my sole Star Wars tabletop character ever), then he probably could have killed the entire party on his own. All this simply due to Empty Strike. I think that perhaps it should be made into an attack boost only rather than attack and damage. That'd suit its purpose of offsetting the attack "penalty" for not being a full-BAB class just as well (which was your stated intention, Jiriku) and still keep the ability more balanced.

Argus the Blind Monk proved to be well-done as well. I prolly coulda done his feats better, but I was on a schedule there. I shoulda picked Rocks Fall for his Athletic stuff since they started combat by falling from above (and all of them missing their subsequent attacks), but Wall Jump helped for him to get away at the end. Tumbling Defense made sure he didn't get hit by one of the Warblade's maneuvers, which woulda been nasty otherwise. I also like how the Halfling choice turned out to work together nicely with the Athletic and Acrobatic stuff. Flowing Strike helped what would otherwise have been a lack of damage and hitting. Though at higher levels this would be stronger than the Empty Strike of Jiriku's monk, it matters less because you get the bonus only gradually and under more limiting circumstances. Plus, it helps that you get this instead of Flurry of Blows.

On that note, the difference between Gronwë and A'traps when using Flurry of Blows was clear partly of course from Empty Strike working on both strikes from A'traps' Flurry. However, the Ascetic doesn't get Flurry until level 2 and never gets a third attack, though there is no attack penalty. Looking at the Dance with the Elements of Jiriku's monk though, I presume he wanted to make his monk an almost-but-not-quite Tier 2 class.


Final Evaluation:
Denying Hand Ascetic: no word on the other Styles, but I deem this one balanced for Tier 3 play and potentially useful for meat shield builds.
Jiriku's monk: I deem this one too strong for my tastes, mostly due to the Empty Strike and especially how it combines with Flurry of Blows. This one seems balanced for Tier 2.5, so to speak.
Arguskos' monk: I liked how Halflings work well with it and how it rewards moving around and gives options for that. I have a feeling it might need more options to get it to Tier 3, but it'd definitely be at the top of Tier 4.
Calibans: a fun race to poke around with both fluff-wise and crunch-wise.


I didn't get to test the Reserve Mage because if I had used him there, the party would just have been oblitorated.


I'd love to test some more stuff in my upcoming sessions, but I've noticed that I'm lagging a bit behind on schoolwork and have got a lot of stuff upcoming, hence why I've also been searching for ready-made NPCs because I don't want to cancel our DnD sessions. For this reason, I will give priority to people who can provide a sample NPC for their class. (Because people know their classes better than anyone else, I presume they will therefore also be more able to pick the right skills and feats and such.)

dragonsamurai77
2011-04-26, 05:19 PM
Sample NPCs: What level?

LOTRfan
2011-04-26, 05:19 PM
I always wanted to try it out, but I haven't had the chance yet; COuld you try the following house rule: Fighters of at least 8th level can attack with their Full Attack as a standard action rather than a full round action?


Sample NPCs: What level?

First post says NPCs of level 3-8.

Morph Bark
2011-04-26, 05:22 PM
Sample NPCs: What level?

The PCs are now level 4, so level 5 would be best. Plus, if I want them to be higher level than that, I always have something to build from already, which helps a LOT.


I always wanted to try it out, but I haven't had the chance yet; COuld you try the following house rule: Fighters of at least 8th level can attack with their Full Attack as a standard action rather than a full round action?

Note that house rules specifically are excluded from the first post. :smalltongue: It's fine to suggest some though, as we can always use some refining to our game.

LOTRfan
2011-04-26, 05:25 PM
Note that house rules specifically are excluded from the first post. :smalltongue: It's fine to suggest some though, as we can always use some refining to our game.

Oh, I didn't realize that was done purposefully. :smallredface:

Do you want sample NPCs for races as well, or just the classes/prestige classes?

Morph Bark
2011-04-26, 05:27 PM
Oh, I didn't realize that was done purposefully. :smallredface:

Do you want sample NPCs for races as well, or just the classes/prestige classes?

For races it isn't needed, but if they mesh really well with a particular homebrew class, then yes.

First post has also been updated to accomodate for my PCs leveling and my time becoming differently focused (damn, Wednesday already? Driving exam on Friday is coming ever closer...)

LOTRfan
2011-04-26, 05:29 PM
(damn, Wednesday already? Driving exam on Friday is coming ever closer...)

Good luck!

dragonsamurai77
2011-04-26, 06:18 PM
Sample NPC, assuming elite array:


(am bad at names)
Human Dragonflame Dancer 5
Str: 14
Dex: 16
Con: 13
Int: 10
Wis: 8
Cha: 12

HP: 33
Speed: 30 ft
Initiative: +7
AC: 18, touch 13, FF 15

Feats: Improved Initiative (human)
Two-Weapon Fighting (1)
Martial Study (Burning Blade) (3)

Attack: Masterwork shortsword +6, 1d6+1+1d6 fire, 19-20/x2 or club +6, 1d6+3+1d6 fire

Full Attack: 2 masterwork shortswords +4/+4, 1d6+1+1d6 fire, 19-20/x2 and appendages, 1d6 fire damage to all within 5 feet, Reflex DC 15 half

Dance 2/day (+4 Dex, +2 melee attacks for 5 rounds)
Smokescreen
Flame Companion (7 HD)
Flame Blast 5d8
1 1st level spell/day (Shield prepared)
Resist Fire 10

Equipment:
2 masterwork shortswords (630)
Club
Mithril, +1 chain shirt (2400)
Cloak of resistance +1 (1000)
270 gp

Saves:
Fort +3
Ref +8
Will +1

Jarian
2011-04-26, 06:36 PM
Denying Hand Style gets a stamp of approval, save for its final ability.

The ability still eats your immediate action, and thus is limited to 1/round. All the 17th level ability does is let you deflect rays and no longer consume nen to use it. I assume you overlooked this, as the rest of the comment seems to assume you can use it at will.

Qwertystop
2011-04-26, 07:46 PM
Would my Metamagic Feats (http://www.giantitp.com/forums/showthread.php?t=184062) and Split-personality Template (http://www.giantitp.com/forums/showthread.php?t=175374) need prebuilt characters?

only1doug
2011-04-27, 09:13 AM
Here is my contribution:

Aerithil Greenstride: Elven Fey Champion (http://www.giantitp.com/forums/showthread.php?p=10811892) 6

Alignment: Chaotic Neutral
Str: 14
Dex: 14 (12+2)
Con: 10 (12-2)
Int: 10
Wis: 8
Cha: 17 (16+1 (L4))

HP: 8+4d8=26
Speed: 20 ft
Initiative: +2
AC: 19, touch 13, FF 17

Saves:
Fort +5
Ref +4
Will +4
Fey Immunities (Ex): At 5th level, you gain Immunity to sleep spells and effects, and a +4 racial saving throw bonus against enchantment spells or effects.
You also gain DR5 / Cold Iron. increased to DR9 / Cold Iron by fey feats.

Attacks:
+7 MW Longspear 1d8+3
+7 MW Longsword 1d8+2

Feats:
(1) Fey Skin
(3) Fey Power
(B) Skill Focus: Bluff
(6) Fey Presence

Fey Auras: +2
Senses: as Dragon Shaman aura, dragon magic Pg 86
Vigor: as Dragon Shaman Aura, PHBII Pg 13
Fey Skin: as "Toughness" Dragon Shaman aura, dragon magic Pg 86
Grace: increases your allies effective dex bonus for the purpose of AC and Reflex saves.
Swiftness: as Dragon Shaman aura, dragon magic Pg 86

Fey Path:Mischief's Champion

Powers:
Fey Power I powers: usable at will.
Nixie Knacks: Gain swim speed and ability to breathe water.
Entropic Warding: Deflect incoming ranged attacks, leave no trail, and prevent being tracked by scent.
Breath of Mist: Create a fog cloud as the spell.

Spell Like Abilities: 1/ day
charm monster
deep slumber
disguise self

Touch of Vitality (Su): 6x3=18hp

Skills:
Bluff: 3 +3 +3 =9
Concentration: 3+0=3
Escape Artist: 3+2=5
Sleight of Hand: 3+2=5

Equipment:
ring of Protection +1 (2000)
+1 chainmail (3150)
MW Longspear (305)
MW Logsword (320)

Tactics:
Aerithil is a buffer and battlefield controller, he works best with others using aura of grace or swiftness to allow stealth or movement, switching to Fey Skin during battle to grant allies DR and then to vigor to accelerate their healing. Breath of mist is used liberally to provide cover and tactical advantage and to cover escape if necessary.
If alone Aerithil prefers to remain close to water, where he can use his fey powers to easily evade detection.
Aerithil saves his spell like abilities for a last resort he won't squander them on the first opportunity.

Aerithil could be encountered as an Ally or an Enemy depending on the situation.
If used as an Enemy Aerithil would work best as a member of a group (possibly the leader) as his best party role is 2nd line melee / passive buffer.

Morph Bark
2011-04-27, 10:38 AM
Edited the first post to include two NPC templates that I often use for myself when making NPCs. Well, I usually use the first, but others might find the second to be handier.

Also, one of my players noticed this thread (whoops!) and looked over the monks I used. He pointed out that at higher levels, arguskos' monk would become a whole lot more powerful. I'd love to playtest that and see how they'd match up against decent characters of the same level, but it will take a while before my players will get there, sadly.


Sample NPC, assuming elite array:

Looking over the Dragonflame Dancer, I have some thoughts about it, which I will PM later (or post in its thread if you continue to work on it and bump it), so I won't use it in this week's session just yet, but might later. Sound good?


The ability still eats your immediate action, and thus is limited to 1/round. All the 17th level ability does is let you deflect rays and no longer consume nen to use it. I assume you overlooked this, as the rest of the comment seems to assume you can use it at will.

Ahh, yes, I did make that assumption. That makes it a lot better, considering the only ones who will make only one attack at that level will be spellcasters with poor spell choice.


Would my Metamagic Feats (http://www.giantitp.com/forums/showthread.php?t=184062) and Split-personality Template (http://www.giantitp.com/forums/showthread.php?t=175374) need prebuilt characters?

For the Metamagic feats you could ask if someone else wants to use them in their NPC build. I'm not really willing to touch the split-personality one though... I think that'd get too much for me to handle in a session.


Here is my contribution:

Aerithil Greenstride: Elven Fey Champion (http://www.giantitp.com/forums/showthread.php?p=10811892) 6

Alignment: Chaotic Neutral
Str: 14
Dex: 14 (12+2)
Con: 10 (12-2)
Int: 10
Wis: 8
Cha: 17 (16+1 (L4))

HP: 8+4d8=26
Speed: 20 ft
Initiative: +2
AC: 19, touch 13, FF 17

Saves:
Fort +5
Ref +4
Will +4
Fey Immunities (Ex): At 5th level, you gain Immunity to sleep spells and effects, and a +4 racial saving throw bonus against enchantment spells or effects.
You also gain DR5 / Cold Iron. increased to DR9 / Cold Iron by fey feats.

Attacks:
+7 MW Longspear 1d8+3
+7 MW Longsword 1d8+2

Feats:
(1) Fey Skin
(3) Fey Power
(B) Skill Focus: Bluff
(6) Fey Presence

Fey Auras: +2
Senses: as Dragon Shaman aura, dragon magic Pg 86
Vigor: as Dragon Shaman Aura, PHBII Pg 13
Fey Skin: as "Toughness" Dragon Shaman aura, dragon magic Pg 86
Grace: grants a morale bonus to the dexterity bonus of allies within 30'
Swiftness: as Dragon Shaman aura, dragon magic Pg 86
Fey Path:Mischief's Champion

Powers:
Fey Power I powers: usable at will.
Nixie Knacks: Gain swim speed and ability to breathe water.
Entropic Warding: Deflect incoming ranged attacks, leave no trail, and prevent being tracked by scent.
Breath of Mist: Create a fog cloud as the spell.

Spell Like Abilities: 1/ day
charm monster
deep slumber
disguise self

Touch of Vitality (Su): 6x3=18hp

Skills:
Bluff: 3 +3 +3 =9
Concentration: 3+0=3
Escape Artist: 3+2=5
Sleight of Hand: 3+2=5

Equipment:
ring of Protection +1 (2000)
+1 chainmail (3150)
MW Longspear (305)
MW Logsword (320)

Tactics:
Aerithil is a buffer and battlefield controller, he works best with others using aura of grace or swiftness to allow stealth or movement, switching to Fey Skin during battle to grant allies DR and then to vigor to accelerate their healing. Breath of mist is used liberally to provide cover and tactical advantage and to cover escape if necessary.
If alone Aerithil prefers to remain close to water, where he can use his fey powers to easily evade detection.
Aerithil saves his spell like abilities for a last resort he won't squander them on the first opportunity.

Aerithil could be encountered as an Ally or an Enemy depending on the situation.
If used as an Enemy Aerithil would work best as a member of a group (possibly the leader) as his best party role is 2nd line melee / passive buffer.

Grand. The suggestions on how to use him will surely be helpful. Thanks! :smallsmile:

zagan
2011-04-27, 01:22 PM
I'll begin working on a few build for you to use. Just a few clarification should I use the standard array, elite array or a point buy to create them ?
As for equipment standard Npc wealth ?

dragonsamurai77
2011-04-27, 01:34 PM
Looking over the Dragonflame Dancer, I have some thoughts about it, which I will PM later (or post in its thread if you continue to work on it and bump it), so I won't use it in this week's session just yet, but might later. Sound good?


Fair enough.

Morph Bark
2011-04-27, 01:39 PM
I'll begin working on a few build for you to use. Just a few clarification should I use the standard array, elite array or a point buy to create them ?
As for equipment standard Npc wealth ?

Either use the elite array for simplicity, or use 30 point buy if you want to. That's close to what my players have. :smallsmile:

And looking over the NPC wealth table on DMG page 127... sure. To be honest, I never looked at that table before. :smalltongue:

zagan
2011-04-27, 02:06 PM
Either use the elite array for simplicity, or use 30 point buy if you want to. That's close to what my players have. :smallsmile:

Okay.


And looking over the NPC wealth table on DMG page 127... sure. To be honest, I never looked at that table before. :smalltongue:

Me neither, but it does serve as a common reference, so I'll use that.

Qwertystop
2011-04-27, 02:24 PM
Metamagic Feats (http://www.giantitp.com/forums/showthread.php?t=184062)For the Metamagic feats you could ask if someone else wants to use them in their NPC build.

All right then, I'll ask.

"Does anyone want to use my metamagic feats in an NPC for their own homebrew class?"

zagan
2011-04-27, 03:00 PM
All right then, I'll ask.

"Does anyone want to use my metamagic feats in an NPC for their own homebrew class?"

While both seem interesting and I might be willing to use them when building my spirit manifester Npc. I think it would be great if they were written in the standard feat format:

Name [type]
Prerequisite:
Benefit:

And with a better wording. As it stand they are far from clear.

Ziegander
2011-04-27, 03:11 PM
Argol Gorgon, CR 6
Humanoid (Human) Swordsaint (http://www.giantitp.com/forums/showthread.php?t=181566)

Init +3; Senses none; Listen +4, Spot +4
Languages
- - - - - - - - - - - - - - - - - - - -
AC 17 (-1 Dex, +6 Armor, +2 Shield), touch 9, flat-footed 17
hp 50 (6 HD)
Fort +8, Ref +3, Will +8
- - - - - - - - - - - - - - - - - - - -
Speed 30ft land
Melee MW Morningstar +11, 1d8+0
Ranged See spells/spell-like abilities

Space 5 ft Reach 5 ft
Base Atk +6 Grp +6
Atk Options Spell Channeling
Special Action Quick Cast 4/day
Spell-like Abilities At will - Resistance, Acid Splash, Electric Jolt, Ray of Flame, Ray of Frost, Disrupt Undead, and Arcane Mark.
- - - - - - - - - - - - - - - - - - - -
Abilities Str 10, Dex 8, Con 13, Int 12, Wis 18, Cha 14
Feats Improved Initiative, Dodge, Combat Casting, Mobility, Extra Quickening
Skills Balance +8, Concentration +10, Handle Animal +11, Intimidate +11, Ride +11, Spellcraft +10
Possessions
MW Morningstar (308gp), Breastplate (200gp), Heavy Steel Shield (20g), Periapt of Wisdom +2 (4000gp), Magebred Heavy Warhorse (400gp), Potion of Enlarge Person (300gp), General Adventuring Gear and roughly 450gp.

Spells (Read Carefully):

**It is very important to remember that the casting mechanics of the Swordsaint are drastically different than probably any spellcaster you've ever seen. Be sure to read through the Spells section included here carefully. Dice or cards are recommended for tracking randomly granted spells.


A Swordsaint learns divine spells from the Swordsaint spell list, spending time in study and in meditation to master their power. In order to cast a spell a Swordsaint must have a Wisdom score of at least 10+spell level. The save DCs of a Swordsaint's spells are based on his Wisdom. A Swordsaint's caster level is equal to his class level. Swordsaints do not get bonus spells.

A Swordsaint's spells do not use spell slots like a normal spellcaster. By spending 15 minutes in prayer/meditation, he is granted spells from his list of spells known. When his spells are granted, some are granted at random and some he may choose himself. The first number in the S.Granted part of the above table is the total spells granted at random. These randomly granted spells are considered to be readied. The second number is the number of spells which the Swordsaint is able to choose for himself. These chosen spells are considered to be withheld.

When his spells are granted he cannot choose any spell he knows more than once, except if done randomly. Swordsaints may re-perform the granting ritual any time they can spend 15 minutes in prayer. A Swordsaint may only cast spells which are readied. After he has cast all of his readied spells, if he has any withheld spells those spells are now readied.

For example, an 11th level Swordsaint is granted 7 spells after spending 15 minutes in prayer. From his spells known, the Swordsaint may choose any four of them but none more than once; these are withheld. The other three spells are granted randomly and are readied.

Despite similarities to the Crusader class, the Swordsaint does not automatically recover his cast spells at the start of each encounter, although he may recover his cast spells in the following ways:


At the end of each of the Swordsaint's turns, if he is below 0 hit points but alive he recovers a single cast spell at random. That spell is readied.
Whenever an enemy provokes an attack of opportunity from the Swordsaint, rather than take that attack of opportunity he may recover a single cast spell at random. That spell is withheld.
Whenever the Swordsaint reduces a foe to 0 or fewer hit points with a melee attack, if that foe had more than 0 hit points before the Swordsaint's attack he may spend a swift action to recover all his cast spells. Half of those spells, rounded up and chosen at random, are readied; the others are withheld.

A Swordsaint may not learn or cast any spell with a descriptor that is opposed to his alignment. For example, a Chaotic Swordsaint cannot learn or cast a spell with the [Law] descriptor. The ever so rare True Neutral Swordsaint is able to learn and cast spells with any alignment descriptors.

At 5th level, and every three levels thereafter, a Swordsaint may lose a single spell known, to learn a new spell, of any level, up to the highest level of spells he knows.


Spells known: 1st - Beastland Ferocity, Ebon Eyes, Improvisation, Ray of Enfeeblement, and Shocking Grasp. 2nd - Cure Moderate Wounds, Electric Vengeance, Knight's Move. (None are prepared; read the spells section above.)

Attunement (Sp): Swordsaints know the following Orisons, and can cast them at-will: Resistance, Acid Splash, Electric Jolt, Ray of Flame, Ray of Frost, Disrupt Undead, and Arcane Mark.

Serenity (Su): Swordsaints may substitute any melee weapon for the divine focus component of spells they cast and may cast spells with somatic components even if his hands are full as long as he holds a melee weapon in one of his hands. As long as he holds a melee weapon in one of his hands he ignores material components of spells as if he possessed the Eschew Materials feat.

Further, when making a melee attack, rather than adding his Strength modifier to the attack roll, he may add his Wisdom modifier if it is higher.

Divine Grace (Su): Starting at 2nd level, a Swordsaint adds his Charisma modifier to all saving throws he makes.

Spell Channeling (Ex): As a standard action, a Swordsaint of 3rd level or higher may make a melee attack in combination with casting a spell, both the attack and spell targeting the same foe, the spell effecting the foe if the attack hits. The spell is cast before the attack roll is made, and whether the attack hits or misses, the spell remains cast. If the attack misses the spell fizzles and is wasted. A Swordsaint may only cast spells with a range of touch, or ranged touch with this ability.

Spells that generate multiple touches, or rays, charge the Swordsaint's weapon for multiple attacks. Each time he attacks with the weapon, one of the touches/rays is used until all have been used. Missing with an attack in this manner uses up one of the touches/rays. While the Swordsaint's weapon remains charged in this way if he chooses to cast another spell with his Spell Channeling ability any charges currently held in his weapon are lost.

Saintly Resolve (Ex): Beginning at 4th level, a Swordsaint's dedication to the spiritual realm rather than the physical allows him to temporarily set aside pain and injury. You have a delayed damage pool that allows you to forestall the effects of attacks made against you. This pool begins at 0 at the start of each encounter. When you are attacked, any hit point damage you would be dealt is added to your delayed damage pool. At the end of your next turn, you take damage equal to the total stored in your delayed damage pool, which then resets to 0. This damage is reduced as normal by effects such as Damage Reduction or Energy Resistance, and healing effects may, at the Swordsaint's choice, restore hit points currently lost from the hit point total OR reduce the total damage in his delayed damage pool.

Special effects tied to an attack, such as energy drain, stunning, and so forth, still effect you as normal, and such effects are not delayed by this ability. For example, when damaged by a poisonous spider bite, the Swordsaint may delay some or all of the hit point damage, but must immediately make the Fortitude saving throw to avoid being poisoned.

At 4th level, your delayed damage pool can hold up to 5 points of damage. Any damage beyond that is dealt directly to your hitpoints as normal. The maximum damage your pool may hold increases by 5 points at 8th, 12th, 16th, and 20th level.

Spell Strike (Sp): At 4th level, for every 5 points in a Swordsaint's delayed damage pool, a Swordsaint gains a +2 insight bonus bonus on caster level checks made to overcome spell resistance, and +1 to the save DCs of spells cast through his Spell Channeling ability.

Quick Cast (Ex): Starting at 6th level, a Swordsaint may cast a single spell, once per day, as a swift action. At 10th level and every five levels after a Swordsaint may use this ability an additional time each day.

Tactics: Depend heavily on spells granted, readied, and withheld, though in all cases this is a Swordsaint tailored to soaking up lots of damage and posing a multi-threat against a party. If Ebon Eyes is readied he may choose to dwell in darkness and ambush an unwary party. If Improvisation is readied he will certainly have it running before the party gets there (6 hour duration) and apply up to a +3 bonus to attacks or saves judiciously through the course of battle. The other spells all have much more straightforward combat applications, serving to augment his damage, increase his survivability, and assist him in moving across the battlefield.

Qwertystop
2011-04-27, 03:25 PM
While both seem interesting and I might be willing to use them when building my spirit manifester Npc. I think it would be great if they were written in the standard feat format:

Name [type]
Prerequisite:
Benefit:

And with a better wording. As it stand they are far from clear.

What's unclear about them? Also, the only deviation from the standard format was the lack of the word "Benefit" before the benefit.
(The one I want tested the most is the Spreading Maximize one).

zagan
2011-04-27, 04:01 PM
master256: Response in pm.

Here's my first build, a Tiny Thief CR 6 (earliest Prc entry)


Orn Pintir
Kobold (http://www.wizards.com/default.asp?x=dnd/we/20060420a)RotD p39 NinjaCad p5 5 / Tiny thief (http://www.giantitp.com/forums/showpost.php?p=8840759&postcount=13) 1 (minimized)
Size and Type Tiny Humanoid (Dragonblood, Reptilian)
Hit Dice 6d6+6 (33 hp)
Initiative +6
Speed 30 ft (6 squares)
Armour Class 23 (+2 size, +6 Dex, +1 natural, +3 Wisdom, +1 bonus), touch 22, flat-footed 17
Base Attack Bonus/Grapple +3/-9
Attack Claw +11 (1d2-4 (min 1)) plus +3d6 Sudden Strike if appropriate plus +1d6 Sneak Attack if appropriate
Full Attack 2 Claws +11 (1d2-4 (min 1)) plus Bite +9 (1d2-4 (min 1)) plus +3d6 Sudden Strike if appropriate (on each attack) plus +1d6 Sneak Attack if appropriate (on each attack)
Space/Reach 2 + ½ ft/0 ft
Special Attacks Ki power (5/day), Sudden strike +3d6, Ghost Step, Minimize, Sneak attack +1d6
Special Qualities Darkvision 60ft, Light sensitivity, Slight Build, Weapon Familiarity, AC bonus (Wis +3, +1), Trapfinding, Poison Use, Great leap
Saves Fort +4, Ref +13, Will +5 (+7 if ki pool not empty)
+2 on all save against gaze attack
Abilities Str 2, Dex 22, Con 14, Int 10, Wis 16, Cha 8 (30 point buys)
Skills Balance +17, Craft (trapmaking) +2, Hide +27 (size), Jump +11 (+15 if taking a running start), Move Silently +15, Profession (miner) +5, Search +2, Spellcraft +5, Tumble +17, Use magic Devices -1 (+1 with scroll), Use Rope +6 (+8 involving binding)
Feats
1st: DarkstalkerLoM p179, 3rd: Weapon Finesse, 6th: Multiattack
Racial feat: Martial Weapon Proficiency (heavy pick and light pick)
Treasure // Equipment Purple Worm Poison (1 dose), Gloves of Dexterity +2, Sundark GogglesRotD p122, Cloak of Resistance +1 (Total: 5710gp)

When Small Orn stat change as follow:

Size and Type Small Humanoid (Dragonblood, Reptilian)
Initiative +5
Speed 30 ft (6 squares)
Armour Class 21 (+1 size, +5 Dex, +1 natural, +3 Wisdom, +1 bonus), touch 20, flat-footed 16
Base Attack Bonus/Grapple +3/-5
Attack Claw +10 (1d2-3 (min 1)) plus +3d6 Sudden Strike if appropriate plus +1d6 Sneak Attack if appropriate
Full Attack 2 Claws +10 (1d2-3 (min 1)) plus Bite +8 (1d2-3 (min 1)) plus +3d6 Sudden Strike if appropriate (on each attack) plus +1d6 Sneak Attack if appropriate (on each attack)
Space/Reach 5 ft/5 ft
Saves Ref +12
Abilities Str 4, Dex 20
Skills Balance +16, Hide +22 (size), Jump +12 (+16 if taking a running start), Move Silently +14, Tumble +16, Use Rope +5 (+7 involving binding)


Orn speak Draconic

Light sensitivity (Ex): Kobold are dazzled in bright sunlight or within the radius of a daylight spell.

Slight Build (Ex): The physical stature of kobolds lets them function in many ways as if they were one size category smaller. Whenever a kobold is subject to a size modifier or special size modifier for an opposed check (such as Hide), the kobold is treated as one size smaller if doing so is advantageous to the character. A kobold is also considered to be one size smaller when "squeezing" through a restrictive space. A kobold can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a kobold remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.

Weapon Familiarity: Kobolds may treat greatpicks as martial weapons, rather than exotic weapons.

AC bonus (Ex): When unarmored add wisdom + 1 to AC

Ki Power (Su): 2 + wis times day can use ninja ability. If at least one remaining +2 bonus on will save.

Sudden strike (Ex): If attacking a target denied dex to AC (and only then) deal +3d6 precision damages. Within 30ft only if making a ranged attack. creature immune to critical hit or with concealement are immune to this damage.

Trapfinding (Ex): Can find trap with DC higher than 20. Can use disable devices on magic trap.

Ghost Step (Su): Can spend a use of Ki power as a swift action to become invisible for 1 round

Poison use (Ex):: Never risk poisoning when applying poison to a weapon.

Great leap (Ex): Always Jump as if running with Run feat and +4 bonus on jump check.

Minimize (Su):: Your long exposure to effect that reduce your size have taught you the trick to do it yourself. Starting at 1st level, as a standard action at will you can become one size category smaller you gain a +2 size bonus to Dexterity, a –2 size penalty to Strength (to a minimum effective Strength score of 1) and a size bonus to attack and to AC depending on your new size (see table). If your new size is Tiny, you have a space of 2 1/2 feet and a natural reach of 0 feet (meaning that you must enter an opponent’s square to attack). If your new size is Diminutive, you have a space of 1 foot and a natural reach of 0 feet. This doesn’t change your speed. The duration of this ability is 24 hour but you can dismiss it’s effect as a free action once per round.
For Orn the adjustment are as follow -2 Str, +2 dex, +2 Att/AC, -8 to grapple and +12 to hide (because of Slight build)

Sneak Attack (Ex): As the rogue ability fo the same name. +1d6.

I think the best use would be an attack while the PC sleep in an area with plenty of hiding place.

LOTRfan
2011-04-27, 04:22 PM
As it is currently written, wouldn't the Kobold be considered Fine sized because of the slight build ability? If I remember correctly, both the Half-Giant and the Goliath are Medium sized in their monster entry, despite the Powerful Build ability granting them large size for checks and rolls.

Wow, I am dumb. Yes, the tiny size was on purpose, because of the prestige class. Sorry. :smallredface:

Garryl
2011-04-27, 04:54 PM
Here are NPCs for three of my homebrew Paladin/Ranger variants, each set up for levels 4, 5, and 6.

LN Desert Dwarf Witch Slayer (http://brilliantgameologists.com/boards/index.php?topic=11466.msg392909#msg392909)

{table=head]ECL|4|5|6
Level|Paladin 4|Paladin 5|Paladin 6
Strength|14|14|14
Dexterity|10|10|10
Constitution|15|15|15
Intelligence|10|10|10
Wisdom|8|8|8
Charisma|16|16|16
HP|30|38|45
Speed|20 ft|20 ft|20 ft
Initiative|+4|+4|+4
AC//Touch//Flat|18//10//18|19//10//19|19//10//19
Fort//Ref//Will|+10//+5//+4|+10//+5//+4|+11//+6//+5
|+4 saves vs. spells/SLAs or +2 vs. SU, +2 saves vs. poison|+4 saves vs. spells/SLAs or +2 vs. SU, +2 saves vs. poison|+4 saves vs. spells/SLAs or +2 vs. SU, +2 saves vs. poison
Spell Resistance|12|13|14
BaB|+4|+5|+6/+1
Attack|Mwk Greatsword +7 melee (2d6+3/19-20)|Mwk Greatsword +8 melee (2d6+3/19-20)|+1 Greatsword +9 melee (2d6+4/19-20)
|Composite Longbow +4 ranged (1d8+2/x3)|Composite Longbow +5 ranged (1d8+2/x3)|Composite Longbow +6 ranged (1d8+2/x3)
Full Attack|Mwk Greatsword +7 melee (2d6+3/19-20)|Mwk Greatsword +8 melee (2d6+3/19-20)|+1 Greatsword +9/+4 melee (2d6+4/19-20)
|Composite Longbow +4 ranged (1d8+2/x3)|Composite Longbow +5 ranged (1d8+2/x3)|Composite Longbow +6/+1 ranged (1d8+2/x3)
Maneuvers|R-Moment of Perfect Mind|R-Moment of Perfect Mind|R-Moment of Perfect Mind
|R-Emerald Razor|R-Emerald Razor|R-Emerald Razor
|Crusader's Strike|Crusader's Strike|Crusader's Strike
|---|---|Foehammer
Stances|---|Martial Spirit|Martial Spirit
Special Abilities|Aura of Non-magic|Aura of Non-magic|Aura of Non-magic
|Detect Magic|Detect Magic|Detect Magic
|Smite Magic 1/day (+3/+4)|Smite Magic 2/day (+3/+5)|Smite Magic 4/day (+3/+6)
|Divine Grace|Divine Grace|Divine Grace
|Lay on Hands (12/day)|Lay on Hands (15/day)|Lay on Hands (18/day)
|Divine Health|Divine Health|Divine Health
|Aura of Suppression|Aura of Suppression|Aura of Suppression
|Spell Resistance 12|Spell Resistance 13|Spell Resistance 14
|---|Charging Smite ACF|Charging Smite ACF
|---|---|Remove Magic 1/day (+8 touch, +6 check)
Feats|1-Power Attack|1-Power Attack|1-Power Attack
|3-Improved Initiative|3-Improved Initiative|3-Improved Initiative
|---|---|6-Extra Smiting
Skills|Concentration +9|Concentration +10|Concentration +11
|Spellcraft +7|Spellcraft +8|Spellcraft +9
Equipment|Mwk Greatsword|Mwk Greatsword|+1 Greatsword
|Mwk Full Plate|+1 Full Plate|+1 Full Plate
|Composite Longbow (+2 Str)|Composite Longbow (+2 Str)|Composite Longbow (+2 Str)
|Vest of Resistance +1|Vest of Resistance +1|Vest of Resistance +1
|---|---|700 gp debt (feel free to downgrade the Full Plate to masterwork if you want)[/table]

Notes: Desert Dwarf is from Unearthed Arcana.
Tactics: Move in cautiously with a Power Attack enhanced Emerald Razor. At ECL 5+, perform a charging smite against any obvious spellcasters, otherwise just use your sole smite normally. You have VERY good saves against spells and spell resistance too, so unprepared spellcasters may have trouble breaching your defenses. Feel free to save your wrath for spellcasters who use effects that bypass them. At level 6+, Remove Magic can get you out of a bind or remove someone's magical defenses, although it's not reliable against singular effects. Strong martial opponents can give you trouble, but don't forget your Lay on Hands ability if you can get yourself out of the line of fire after being damaged.


CN Azurin Divine Champion (http://brilliantgameologists.com/boards/index.php?topic=11466.msg392910#msg392910)

{table=head]ECL|4|5|6
Level|Paladin 4|Paladin 5|Paladin 6
Strength|14|14|14
Dexterity|12|12|12
Constitution|13|13|13
Intelligence|10|10|10
Wisdom|8|8|8
Charisma|16|16|16
HP|26+4|33+5|39+6
Speed|20 ft|20 ft|20 ft
Initiative|+4|+4|+4
AC//Touch//Flat|19//11//18|20//11//19|20//11//19
Fort//Ref//Will|+9//+6//+4|+10//+6//+4|+10//+7//+5
|+1 saves vs. fear|+1 saves vs. fear|+1 saves vs. fear
Damage Reduction|None|None|1/Lawful
BaB|+4|+5|+6/+1
Attack|Mwk Greatsword +8 melee (2d6+3/19-20)|Mwk Greatsword +9 melee (2d6+3/19-20)|+1 Greatsword +10 melee (2d6+4/19-20)
|Composite Longbow +5 ranged (1d8+2/x3)|Composite Longbow +6 ranged (1d8+2/x3)|+1 Composite Longbow +8 ranged (1d8+3/x3)
|---|---|+1 Armor Spikes +10 melee (1d6+3)
Full Attack|Mwk Greatsword +8 melee (2d6+3/19-20)|Mwk Greatsword +9 melee (2d6+3/19-20)|+1 Greatsword +10/+5 melee (2d6+4/19-20)
|Composite Longbow +5 ranged (1d8+2/x3)|Composite Longbow +6 ranged (1d8+2/x3)|+1 Composite Longbow +8/+3 ranged (1d8+3/x3)
|---|---|+1 Armor Spikes +10/+5 melee (1d6+3)
Invocations|Virtuous Blessing|Virtuous Blessing|Virtuous Blessing
|||Aligned Armament
Special Abilities|Aligned Aura|Aligned Aura|Aligned Aura
|Detect Infidel|Detect Infidel|Detect Infidel
|Smite Infidel 2/day (+3/+5)|Smite Infidel 3/day (+3/+6)|Smite Infidel 4/day (+3/+8)
|Divine Grace|Divine Grace|Divine Grace
|Faithful Grasp (12/day, +6 touch)|Faithful Grasp (15/day, +7 touch)|Faithful Grasp (18/day, +8 touch)
|Divine Health|Divine Health|Divine Health
|Aura of Courage|Aura of Courage|Aura of Courage
|---|Charging Smite ACF|Charging Smite ACF
|---|---|Remove Disease 1/week
Feats|B-Sapphire Smite (1 essentia)|B-Sapphire Smite (1 essentia)|B-Sapphire Smite (2 essentia)
|1-Power Attack|1-Power Attack|1-Power Attack
|3-Improved Initiative|3-Improved Initiative|3-Improved Initiative
|---|---|6-ANY FEAT
Skills|Diplomacy +10|Diplomacy +11|Diplomacy +12
|Use Magic Device +10|Use Magic Device +11|Use Magic Device +12
Equipment|Mwk Greatsword|Mwk Greatsword|Mwk Greatsword
|Mwk Full Plate|+1 Full Plate|+1 Full Plate
|Composite Longbow (+2 Str)|Composite Longbow (+2 Str)|Composite Longbow (+2 Str)
|Vest of Resistance +1|Vest of Resistance +1|Vest of Resistance +1
|---|---|Mwk Armor Spikes
|---|---|950gp[/table]

Note: Statistics include active invocations. The free feat at level 6 can be used for anything you feel like.
Tactics: Move in cautiously with a Power Attack enhanced Smite. Your smiting ability will dramatically improve a few hits, which can be all it takes to end a battle. Faithful Grasp can be used as an accurate, if limited attack, but you can stretch it further with Power Attack and your Smite ability. At ECL 5+, you can perform a charging smite against any obvious infidels, giving you a even more oomph on your initial attack. If your hit points run low, you can heal yourself with Faithful Grasp and you can refresh your temporary hit points by recasting Virtuous Blessing. Don't forget that you automatically confirm critical hits against appropriately-aligned opponents at ECL 6, thanks to Aligned Armament.


TN Human Psychic Tracker (http://brilliantgameologists.com/boards/index.php?topic=11466.msg392908#msg392908)

{table=head]ECL|4|5|6
Level|Ranger 4|Ranger 5|Ranger 6
Strength|10|10|10
Dexterity|16|16|16
Constitution|13|13|13
Intelligence|12|12|12
Wisdom|14|14|14
Charisma|8|8|8
HP|22|28|33
Speed|30 ft|30 ft|30 ft
Initiative|+3|+3|+3
AC//Touch//Flat|17//13//14|17//13//14|17//13//14
Fort//Ref//Will|+6//+8//+4|+6//+8//+4|+7//+9//+5
BaB|+4|+5|+6/+1
Attack|Glaive +4 melee reach (1d10/x3)|Glaive +5 melee reach (1d10/x3)|Glaive +6 melee reach (1d10/x3)
|Mwk Deep Crystal Longbow +8 ranged (1d8/x3)|Mwk Deep Crystal Longbow +9 ranged (1d8/x3)|+1 Deep Crystal Longbow +10 ranged (1d8+1/x3)
Full Attack|Glaive +4 melee reach (1d10/x3)|Glaive +5 melee reach (1d10/x3)|Glaive +6/+1 melee reach (1d10/x3)
|Mwk Deep Crystal Longbow +8 ranged (1d8/x3)|Mwk Deep Crystal Longbow +9 ranged (1d8/x3)|+1 Deep Crystal Longbow +10/+5 ranged (1d8+1/x3)
Rapid Shot|Mwk Deep Crystal Longbow +6/+6 ranged (1d8/x3)|Mwk Deep Crystal Longbow +7/+7 ranged (1d8/x3)|+1 Deep Crystal Longbow +8/+8/+3 ranged (1d8+1/x3)
Power Points|7 (ML 4th)|9 (ML 5th)|11 (ML 6th)
Powers Known|Entangling Ectoplasm|Entangling Ectoplasm|Entangling Ectoplasm
||Specified Energy Adaptation|Specified Energy Adaptation
|||Vigor
Special Abilities|Favored Enemy (Aberration +2)|Favored Enemy (Aberration +2)|Favored Enemy (Aberration +2)
|Favored Enemy (Favored Target +2)|Favored Enemy (Favored Target +4)|Favored Enemy (Favored Target +4)
|---|Favored Enemy (Undead +2)|Favored Enemy (Undead +2)
|Psionic Tag (+2)|Psionic Tag (+4)|Psionic Tag (+4)
|Psionic Combat Style (archery)|Psionic Combat Style (archery)|Psionic Combat Style (archery)
|Favored Target (5/day)|Favored Target (5/day)|Favored Target (5/day)
|Enemy Mind (100 feet)|Enemy Mind (100 feet)|Enemy Mind (100 feet)
Feats|R1-Track|R1-Track|R1-Track
|H-Point Blank Shot|H-Point Blank Shot|H-Point Blank Shot
|1-Precise Shot|1-Precise Shot|1-Precise Shot
|R2-Psionic Shot|R2-Psionic Shot|R2-Psionic Shot
|3-Rapid Shot|3-Rapid Shot|3-Rapid Shot
|---|---|R6-Improved Psionic Shot
|---|---|6-Psionic Meditation
Skills|Autohypnosis +9|Autohypnosis +10|Autohypnosis +11
|Concentration +8|Concentration +9|Concentration +10
|Survival +9|Survival +10|Survival +11
|Tumble +9|Tumble +10|Tumble +11
|Hide +9|Hide +10|Hide +11
|Move Silently +9|Move Silently +10|Move Silently +11
|Spot +9|Spot +10|Spot +11
|Listen +9|Listen +10|Listen +11
Equipment|Mwk Deep Crystal Longbow|Mwk Deep Crystal Longbow|+1 Deep Crystal Longbow
|Mwk Chain Shirt|Mwk Chain Shirt|Mwk Chain Shirt
|Cloak of Resistance +1|Cloak of Resistance +1|Cloak of Resistance +1
|Glaive|Glaive|Glaive
|---|1000gp|300gp[/table]

Note: Don't forget to include the bonuses from Point Blank Shot against nearby enemies. Favored enemies can be changed to anything appropriate.
Tactics: A quick manifestation of Targeted Mind through your Favored Target ability will give you your Favored Enemy bonus against anything not immune to mind-affecting abilities. If you don't have a lot of time to set up, or you're doing it in combat, you can do so as a move action by spending two daily uses instead of one. Entangling Ectoplasm will prevent your enemy from escaping and open him up to your Psionic Shot and Deep Crystal enhanced bow shots. Energy Adaptation and Vigor can keep you alive against magical or physical assaults. Try not to let your enemies get too close to you.

Morph Bark
2011-04-28, 03:43 AM
Thanks for the NPCs so far! They look really interesting. :smallsmile:

Garryl, are your three classes fit to work together really well? If they would work just as well seperately, I plan on using them in different sessions.

The Tiny Thief will probably need a specific situation for it to appear in, like being tasked to steal something from the PCs, so that might not show up in the next session just yet, but I have had plans for something like that.

The Swordsaint fits my purposes perfectly; it's almost scary!

Ziegander
2011-04-28, 04:15 AM
The Swordsaint fits my purposes perfectly; it's almost scary!

Mwahahaha! Also, if you prefer, swap out the Dodge and Mobility feats for Improved Toughness and Unbreakable Resolve for a more solid hit point chassis. I only gave him Dodge and Mobility to set him up for Elusive Target.

EDIT: Oh, and I fixed his HP, I don't know how it was so low. I think I was using d6s when I determined his average hp before. He's much sturdier now.

Garryl
2011-04-28, 10:04 AM
Garryl, are your three classes fit to work together really well? If they would work just as well seperately, I plan on using them in different sessions.


You can use them together or apart, whichever you prefer. They're designed to function alone, but nothing stops them from working together. The Divine Champion has some helpful buffing invocations, the Psychic Tracker appreciates having someone to keep the heat off of him, and the Witch Slayer... well, he doesn't actually have much group synergy (other than Aura of Suppression), but he makes a good distraction against traditional spellcasting enemies and still has the basic defenses needed to take a hit or two at this level, although as NPCs with NPC wealth they're all pretty fragile compared to PCs and tough monsters. A trio of them at 4th level should be a strong challenge for your party.

Also, I miscalculated the Witch Slayer's Spell Resistance. It's 5 + level + Cha, not 10 + level + Cha.

Er, but yes, feel free to use them apart. They were designed to be usable independently from each other. I look forward to seeing how it goes.

zagan
2011-04-28, 03:08 PM
The Tiny Thief will probably need a specific situation for it to appear in, like being tasked to steal something from the PCs, so that might not show up in the next session just yet, but I have had plans for something like that.

Great ! I'm in no hurry in any case. If you up is level at 7th level he become much more effective with the Underfoot combat feat gain at this level.

Here my spirit manifester:


Tirip Leaonder
Wood ElfMMI p104 Spirit Shaman 5Cad p14 / Spirit Manifester (http://www.giantitp.com/forums/showthread.php?p=9154466#post9154466) 1
Size and Type Male Medium Humanoid (Elf)
Hit Dice 6d8+12 (39 hp)
Initiative +2
Speed 30 ft (6 squares)
Armour Class 18 (+2 Dex, +4 armor, +2 shield), touch 12, flat-footed 16
Base Attack Bonus/Grapple +3/+3
Attack MW Shortspear +4 (1d6)
Full Attack MW Shortspear +4 (1d6)
Space/Reach 5 ft/5 ft
Special Attacks Chastise Spirit, Detect Spirit, Blessing of the Spirit, Spirit manifestation, Spirit Shape (Rabbit and Raccon, Active 4 rounds/day, DC 14)
Special Qualities Immunity to magic sleep effects, Low-light vision, Spirit Guide, Wild Empathy (+5+cha bonus), Follow the guide
Saves Fort +8, Ref +3, Will +9
+2 racial saving throw bonus against enchantment spells or effects
Abilities Str 10, Dex 14, Con 14, Int 8, Wis 16, Cha 16 (30 point buys)
Skills Balance +0, Climb -2, Concentration +5, Escape Artist +0, Hide +0, Jump -2, Knowledge (arcana) +3, Knowledge (nature) +7, Listen +5 (+7 if sharing square with spirit guide), Move Silently +0, Search +1, Sleight of Hand +0, Spellcraft +7, Spot +5 (+7 if sharing square with spirit guide), Swim -4, Tumble +0
Feats
1st: Spell Focus (Conjuration), 3rd: Spirit ImageSee below, 6th: Augment Summoning
Spirit shaman bonus feat: Alertness (only when spirit guide share his square)
Racial Feat: Martial Weapon Proficiency (longsword, rapier, longbow and shortbow)
Treasure Cloak of Charisma +2, MW shortspear, MW Chain Shirt, MW Heavy Wooden Shield, Wand of Faerie Fire, Potion of Cure Light Wound x2 (Total: 5570gp)

Tirip speak common and elven.

Search Door (Ex)::A wood elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.

Spellcasting: Caster level 5th, Wisdom for max spell level and bonus spell, Charisma for saving throw
3rd: 3/day Sleet Storm (DC 17)
2nd: 5/day Summon Nature Ally II (+4 Str and Con from augment summoning
1st: 7/day Entangle (DC 14), Produce Flame, Obscuring Mist
0: 6/day, Detect Magic, Flare (DC 13), Guidance

Spirit Guide: Tririp as chosen a Rabbit as his spirit guide at first level.

Wild Emapthy: A spirit shaman can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The spirit shaman rolls 1d20 and adds her spirit shaman level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the spirit shaman and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A spirit shaman cannot use this ability to influence magical beast.

Chastise Spirit (Su): As a standard action Tirip can deal 5d6 damage to all spirit within 30 feets of him. A will save (DC 12+cha) halves this damage. He can use this ability 3+cha times per day.

Detect Spirit (Sp): At will Tirip can use Detect undead as a spell-like ability but it detect spirit instead of undead.

Blessing of the Spirit (Sp): At will Tirip can spend 10 minutes to gain the benefit of a protection from evil spell, except that it work against all spirit and last until dismissed or dispel.

Follow the guide (Su): If Tirip fail a save against enchantment spell or effect, he can attempt it again 1 round later at the same DC. He can only do so once per spell or effect.

Spirit manifestation (Su): At first level, a Spirit Manifester learn how to manifest her spirit guide more fully into the world, this allow the guide to better help her and also to become a stronger spirit. Her spirit guide appear as an illusory animal of the kind chosen when she first gained it as a spirit shaman (but see Spirit shape below). Her guides speed and movement mode depend on the animal it represent (detailed below) and it acts during her turn each round. It follows her mental commands perfectly in effect, it is merely an extension of her will, unless otherwise directed the spirit guide always share the Spirit Manifester square. The spirit guide has no real substance and doesn’t even count as a creature, thus it can’t attack but it can affect creatures or objects sharing a square with the guide, the effect depend on it’s shape (detailed below). It occupies a 5-foot space. It is immune to any damage or other effects that might harm creatures, though it can be dispelled or suppressed just like a spell effect. The spirit guide is treated as a spell whose level is equal to half the Spirit Manifester caster level, minimum 1 and maximum 9. If it is dispelled, it automatically reforms in the Spirit Manifester square at the start of the following round. A spirit guide can’t create flanking situations, nor does it provoke attacks of opportunity from movement, because enemies automatically recognize it as an illusion. If it is more than 120 feet from the Spirit Manifester at the start of her turn, or if she ever lose line of effect to it, it instantly reappears in her square.
The Spirit Manifester only gained benefit of the Alertness feat when the spirit guide share her square.

Spirit Shape (Su): At first level, a Spirit Manifester also learn how to change the appearance of her spirit guide. The spirit guide shape influences it’s movement mode and most importantly the effect it has on creature it’s sharing a square with. These effects are positive or negative and passive or active. A positive effect apply when the spirit guide share a square with an allies (including the Spirit Manifester herself) and grant some sort of bonus. A negative effect apply when the spirit guide share a square with a foe and inflict some sort of penality with no save, if the spirit guide simultaneously share a square with an ally and a foe both effect apply to the appropriate creature.
As a swift action a Spirit Manifester can render the Spirit active this apply a second bonus or penality but offer a save, Fortitude, Reflex or Will depending on shape (DC 10 + Spirit Manifester level + Cha modifier in all case). The spirit guide can be active for a total number of round per day equal the Spirit Manifester class level + her Wisdom or Charisma modifier whichever is higher. These rounds need not be consecutive and she can return the spirit guide to a passive state as a free action. While active the passive effect still apply to all concerned creature.
It take move action for a Spirit Manifester to change the shape of her spirit guide. A Spirit Manifester as access to only a limit number of animal shape, one determined by her choice when gaining the Spirit guide ability as a spirit shaman plus one per Spirit Manifester level.
The detail on each spirit guide shape can be found below.
Tirip as acces to the Rabbit and Raccon shape.

Rule for Spirit manifesting


Each description use the following format:


Animal Name
Description of the Spirit guide in that shape
Speed: Speed and movement mode, fly speed is always perfect
Special attacks: Special attack when in full manifestation if any
Special qualities: Special quality when in full manifestation if any
Abilities: Adjustment made to determine spirit guide abilities scores
Saves: The type of save need to avoid or reduce the active effect, the save must be made each round that the target creature share a square with the spirit guide the DC being 10 + Spirit Manifester level + Cha modifier
Positive effect: Effect on allies
-Passive: Bonus grant as long as the spirit guide share a square with an ally.
-Active: Indicated the detail on effect.
Negative effect: Effect on foes
-Passive: Penality inflict as long as the spirit guide share a square with a foe.
-Active: Indicated the detail on effect.

Rabbit

Speed: 30 ft. (6 squares)
Special attacks: None
Special qualities: Spirit agility
Abilities: Dex: +4 Con: +0 Int: +0 Wis: -2 Cha: +4
Saves: Will
Positive effect:
-Passive: Grant a +10ft bonus to speed (all movement mode), this increase to +20ft at five and +30ft at ten.
-Active: Grant the effect of the haste spell. Unlike most other active effect this does not increase at level five but at level ten the creature can also take an additional move action per round.
Negative effect:
-Passive: Inflict a -10ft penality to speed (all movement mode), this increase to -20ft at five and -30ft at ten.
-Active: Inflict the effect of the slow spell. Unlike most other active effect this does not increase at level five but at level ten the creature can’t take any action as if under the effect of the Hold person spell, but this work no matter the creature type.

Spirit agility (Ex): The spirit guide never provoke attack of opportunity by moving out of a threatened square.


Raccoon

Speed: 30 ft. (6 squares), climb 20 ft.
Special attacks: None
Special qualities: Spirit mask
Abilities: Dex: +4 Con: +0 Int: +4 Wis: -2 Cha: +0
Saves: Reflex
Positive effect:
-Passive: Grant a +2 bonus on Reflex save, this bonus increase by 2 at level five and again by 2 at level ten, for a total of +6.
-Active: If the creature succeed on a Reflex save against an attack that would have a lesser effect on such a successful save, it instead completely negates the effect. Unlike most other active effect this does not increase at level five but at level ten in addition to the lower level effect the creature automatically succeed on all Reflex save.
Negative effect:
-Passive: Inflict a -2 penality on Reflex save, this penality increase by 2 at level five and again by 2 at level ten, for a total of -6.
-Active: When rolling a Reflex save the creature must roll twice and take the lower of the two result. Unlike most other active effect this does not increase at level five but at level ten in place of the lower level effect the creature automatically failed on all Reflex save.

Spirit mask (Su): The spirit guide is always considered to be under the effect of a see invisibility spell.



Homebrew feat
Spirit Image
You’ve learn how to create an illusion of your spirit guide
Prerequisite
Spirit guide class feature, Spellcraft 4 ranks
Benefit
A number of time per day equal to your Charisma modifier you can use silent image as a spell like ability with a caster level equal to your character level, the save DC is Charisma based. The image can only take the form of your spirit guide form. For examples a Spirit shaman with a wolf spirit guide could only create silent image of a wolf.


If you want to raise his level you need to put his skill point (3 per level) in concentration until he reach max. I couldn't put any before 6th level so he could qualify for the prc. You'll notice lot's of skill but that's because of the armor check penalty from both armor and shield.

As for strategy well, he use battlefiel control with entangle, sleet storm and the negative effect of the rabbit. To make sure they fail their reflex save for entangle he use the raccon negative effect. He deal damage with his summon creature or with produce flame.

Morph Bark
2011-04-29, 08:02 PM
I have to apologize to those who had expected to see results soon. I had my fifth session for this campaign tonight and was unable to use any homebrew in it due to the session lasting one hour shorter than usual (partly due to a player forgetting her character sheet and us quickly re-statting the character). Due to that and half the party being out of the fight for the first part of the session, the combat that started at the very end of last session took a bit longer, and even worse was that they decided to take on a second group rather than flee from them after the wall got blasted open by an adamantine anchor.

This means that it will be 2 weeks 'til the next session. :smallsigh: On the plus side, this also means I can plan strategy and plot a little better ahead.


On another plus, I totally passed my driving theoretical exam today. Thanks to those who wished me luck! :smallsmile:

NineThePuma
2011-04-29, 10:52 PM
On another plus, I totally passed my driving theoretical exam today. Thanks to those who wished me luck! :smallsmile:

Congrats! =D

I'll probably mix up an NPC for you, tho he'll be kinda strong.

I could also throw together a set of hilariously painful encounters involving kobolds for you, but that'd be a bigger investment of time, and I'd use them later in my game, so... laziness.

Garryl
2011-04-30, 12:06 AM
Congratulations on the driving exam. Now comes the hard part. Good luck.

Also, here's another NPC for when you have the chance.

TN Human Warblade/Crusader/Swordsage using Meta Discipline (http://www.giantitp.com/forums/showpost.php?p=10264737&postcount=1)


{table=head]ECL|4|5|6
Level|Warblade 3/Crusader 1|Warblade 3/Crusader 1/Unarmed Swordsage 1|Warblade 4/Crusader 1/Unarmed Swordsage 1
Strength|16|16|16
Dexterity|13|13|13
Constitution|14|14|14
Intelligence|10|10|10
Wisdom|12|12|12
Charisma|8|8|8
HP|33|40|48
Speed|20 ft|20 ft|20 ft
Initiative|+5|+6|+6
AC//Touch//Flat|19//11//18|20//11//19|20//11//19
Fort//Ref//Will|+8//+3//+3|+8//+5//+5|+9//+5//+5
BaB|+4|+4|+5
Attack|Mwk Spiked Chain +8 melee reach (2d4+4)|Mwk Spiked Chain +9 melee reach (2d4+4)|+1 Spiked Chain +10 melee reach (2d4+5)
|Composite Longbow +5 ranged (1d8+2/x3)|Composite Longbow +5 ranged (1d8+2/x3)|Composite Longbow +6 ranged (1d8+2/x3)
Full Attack|Mwk Spiked Chain +8 melee reach (2d4+4)|Mwk Spiked Chain +9 melee reach (2d4+4)|+1 Spiked Chain +10 melee reach (2d4+5)
|Composite Longbow +5 ranged (1d8+2/x3)|Composite Longbow +5 ranged (1d8+2/x3)|Composite Longbow +6 ranged (1d8+2/x3)
Maneuvers|||
Warblade|Wolf Fang Strike|Wolf Fang Strike|R-Followup Strike*
|Steel Wind|Steel Wind|Steel Wind
|R-Sapphire Nightmare Blade|R-Sapphire Nightmare Blade|R-Sapphire Nightmare Blade
|R-Sudden Leap|R-Sudden Leap|R-Sudden Leap
|R-Surging Blow*|R-Surging Blow|R-Surging Blow
Crusader|R-Crusader's Strike|R-Crusader's Strike|R-Crusader's Strike
|R-Stone Bones|R-Stone Bones|R-Stone Bones
|R-Leading the Attack|R-Leading the Attack|R-Leading the Attack
|R-Opening Strike*|R-Opening Strike*|R-Opening Strike*
|R-Redoubled Focus*|R-Redoubled Focus*|R-Redoubled Focus*
Swordsage|---|R-Cloak of Deception|R-Cloak of Deception
|---|R-Shadow Jaunt|R-Shadow Jaunt
|---|R-Moment of Perfect Mind|R-Moment of Perfect Mind
|---|R-Reactive Focus*|R-Reactive Focus*
|---|Mountain Hammer|Mountain Hammer
|---|Rabid Wolf Strike|Rabid Wolf Strike
Stances|Punishing Stance|Punishing Stance|Punishing Stance
|S-Efficient Recovery*|S-Efficient Recovery*|Efficient Recovery*
|---|Flame's Blessing (Fire Resistance 5)|Flame's Blessing (Fire Resistance 10)
|---|---|S-Martial Reflexes*
Special Abilities|Battle Clarity (Reflex saves)|Battle Clarity (Reflex saves)|Battle Clarity (Reflex saves)
|Weapon Aptitude|Weapon Aptitude|Weapon Aptitude
|Uncanny Dodge|Uncanny Dodge|Uncanny Dodge
|Battle Ardor (critical confirmation)|Battle Ardor (critical confirmation)|Battle Ardor (critical confirmation)
|Furious Counterstrike|Furious Counterstrike|Furious Counterstrike
|Steely Resolve 5|Steely Resolve 5|Steely Resolve 5
|---|Quick to Act +1|Quick to Act +1
|---|Discipline Focus (Shadow Hand)|Discipline Focus (Shadow Hand)
Feats|H-Exotic Weapon Proficiency (Spiked Chain)|H-Exotic Weapon Proficiency (Spiked Chain)|H-Exotic Weapon Proficiency (Spiked Chain)
|1-Improved Initiative|1-Improved Initiative|1-Improved Initiative
|3-Extra Granted Maneuver|3-Extra Granted Maneuver|3-Extra Granted Maneuver
|---|B-Improved Unarmed Strike|B-Improved Unarmed Strike
|---|B-Weapon Focus (Shadow Hand weapons)|B-Weapon Focus (Shadow Hand weapons)
|---|---|6-Combat Reflexes
Skills|Concentration +9|Concentration +10|Concentration +11
|Tumble +3|Tumble +4|Tumble +5
|Balance +3|Balance +4|Balance +5
|Jump -1|Jump +0|Jump +1
|Intimidate +6|Intimidate +7|Intimidate +8
|---|Listen +3|Listen +3
Equipment|Mwk Spiked Chain|Mwk Spiked Chain|+1 Spiked Chain
|Mwk Full Plate|+1 Full Plate|+1 Full Plate
|Composite Longbow (+2 Str)|Composite Longbow (+2 Str)|Composite Longbow (+2 Str)
|Cloak of Resistance +1|Cloak of Resistance +1|Cloak of Resistance +1
|25gp remaining|25gp remaining|675gp debt[/table]

Note: Meta Discipline maneuvers are marked with a star (*).
Tactics: Level 4 and 5 are pretty simple. Just attack as normal for a low level martial adept, relying on your maneuvers for damage and your hit points, armor, and Steely Resolve to survive. The Crusader maneuvers are more defensive, while the Warblade ones are generally aggressive. Sudden Leap can give you some space to take advantage of your spiked chain's reach, although full plate really kills your Jump checks. Feel free to sacrifice any excess or worthless Crusader granted maneuvers to Surging Blow. At ECL 5, you gain a large number of Swordsage maneuvers, chosen more for utility than pure offense or defense. Reactive Focus can get you out of Punishing Stance if you're attacked, or shunt you into Flame's Blessing if you're struck by fire. At ECL 6, you gain Combat Reflexes and Martial Reflexes, allowing you to use strikes for AoOs. Followup Strike also helps you finish enemies you've wounded in the previous round.

Morph Bark
2011-05-01, 08:03 AM
Congratulations on the driving exam. Now comes the hard part. Good luck.

Congrats! =D

I'll probably mix up an NPC for you, tho he'll be kinda strong.

I could also throw together a set of hilariously painful encounters involving kobolds for you, but that'd be a bigger investment of time, and I'd use them later in my game, so... laziness.

Heh, thanks for the congrats. I actually expect the practical exam to be easier for me, seeing as I've been having lessons for a long time (this theoretical was my third, I've also had several one-month breaks due to me or the instructor going on holidays in succession of one another) and aside from parking, I got it all down pretty well.


Feel free to keep the NPCs coming! More NPCs means I have more choice in using them and the greater there is a chance that one of them perfectly fits the situation (PCs are currently in a desert and might be heading off into direction of a Las Vegas-like city, if that helps).

Of course, if there are people who DM in real life for a group and who wish to join in on this service, feel free to poke me, leave a post, etcetera. :smallwink:

zagan
2011-05-01, 10:39 AM
Here's a trio of Shifter, using my substitution level and for the swordsage one f my metainitiation feat. They can be use either together or separatly, they are supposed to be brother and sister but you change that of course.

Totemist:

Dent Eco
Male Longtooth ShifterECS p18 Totemist (http://www.giantitp.com/forums/showpost.php?p=8793700&postcount=9) 5MoI p29 (Shifting stat with braid)
Size and type Large Humanoid (Incarnum, Shapechanger)
Hit Dice 5d8+15+5 (42 hp)
Initiative +dex
Speed 30 ft (6 squares)
Armour Class 14 (-1 size, +2 dex, +3 armor), touch 11, flat-footed 12
Base Attack Bonus/Grapple +3/+15
Attack +1 Bite +10 (1d8+16) (+1 att and dmg if charging)
Full Attack Spear +10 (2d6+12) plus +1 Bite +5 (1d8+16)
Space/Reach 10 ft/10 ft
Special Attacks Shifting (1+/day, 7 rounds), Soul Shifting
Special Qualities Low-light vision, Cobalt Shifting, Illiteracy, Totem chakra bind (+1 capacity), Chakra Bind (Crown, Hand, Feet)
Saves Fort +7, Ref +6, Will +1
Abilities Str 26, Dex 14, Con 16, Int 8, Wis 10, Cha 8
Skills Balance +12, Climb +18, Jump +18, Listen +8, Spot +8, Survival +8
Feats 1st: Cobalt ChargeMoI p35, 3rd: Expand Souldmeld Capacity (Totem)MoI p38
Equipment Braid of Dire ShiftingRoE p174 (one, used when shifting), Gauntlets of Ogre Power +2, MW Studded Leather Armor, Spear (Total 4277gp)

Dent speak common

When not shifting Dent as the following altered stat:

Size and type Medium Humanoid (Incarnum, Shapechanger)
Initiative +3
Armour Class 17 (+3 dex, +3 armor, +1 natural), touch 13, flat-footed 14
Base Attack Bonus/Grapple +3/+9
Attack Spear +9 (1d8+9) (+1 att and dmg if charging)
Full Attack Spear +9 (1d8+9)
Space/Reach 5 ft/5 ft
Saves Ref +7
Abilities Str 22, Dex 16
Skills Balance +13, Climb +16, Jump +16

When not shifting Dent invest 1 point of essentia in the Totem avatar to gain a +1 enhancement bonus to natural armor because he can invest essentia in his his Soul shifting ability only while shifting.


Shifting (Su): Dent posses the Longtooth trait and can shift once per day for 7 round. While shift he gain a +2 bonus to Strength and a bite attack dealing 1d6+1 per four character level points of damage.

Meldshaping: Meldshaper Level 5, Essentia 5, Essentia Capacity 1 (3 for Totem)
Soulmeld shaped:
Lycantrope Avatar (http://www.giantitp.com/forums/showpost.php?p=8793700&postcount=9): (Occupy Brow chakra, bound to Totem) 3 invested essentia, Grant +8 insight bonus to Balance, Climb and Jump, Grant a +4 insight bonus to Strenght
Dread CarapaceMoI p65: (Occupy Feet chakra), Grant a +2 bonus to damage and -1 penalty to attack with bite attack
Totem AvatarMoI p90: (Occupy Shoulder chakra), Grant 5 bonus Hit point
Blink ShirtMoI p60: (Occupy Heart chakra), Teleport 10 feet as a standard action
Incarnum Feat:
Cobalt Charge:1 invested essentia, +1 insight bonus to attack and damage roll at the end of a charge
Class feature:
Soul Shifting: 1 invested essentia, +1 enhancement bonus to attack and damage roll with bite

Cobalt Shifting: A shifter totemist who takes the 1st-level racial substitution level learns to blend their study of soul energy with their innate wild nature. You treat incarnum feats as shifter feats for the purpose of determining the number of times per day you can use your shifting ability and the ability’s duration.
This substitution feature replaces the standard Totemist's Wild empathy class feature.

Totem Chakra Bind: Dent can bind soulmeld to his totem chakra and the essentia capacity of any soulmeld bind to the totem chakra is improved by 1.

Soul Shifting: A shifter totemist who takes the 3rd-level racial substitution level learns to use incarnum to augment their ability to shift. While shifting, as a swift action, you can invest essentia in your shifting ability as if it was a soulmeld. This grant you a bonus depending on the specific trait as follow:
-Longtooth: For every point of essentia you invest in your shifting ability, you gain a +1 enhancement bonus on attack and damage roll made with your bite.
If you have multiple shifter traits (from the extra shifter trait feat for example) the benefit from invest essentia apply to all of them.
This substitution feature replaces the standard Totemist's Totem protection class feature.

Chakra Bind: Dent as access to the Crown, Feet and Hand Chakra.

NOTE: If you increase his level I recommend giving him the Bonus essentia feat at 6th level.


Binder

Jambe Eco
Female Longstride ShifterECS p18 Binder (http://www.giantitp.com/forums/showpost.php?p=8793700&postcount=9)ToM p11 5 (Shifting)
Size and type Medium Humanoid (Shapechanger)
Hit Dice 3d8+2d10+10 (34 hp)
Initiative +6
Speed 50 ft (10 squares)
Armour Class 22 (+6 Dex, +4 armor, +1 shield, +1 dodge), touch 17, flat-footed 15
Base Attack Bonus/Grapple +3/+3
Attack +1 Rapier +10 (1d6+5)
Full Attack +1 Rapier +10 (1d6+5)
Space/Reach 5 ft/5 ft
Special Attacks Shifting (2/day, 8 rounds),
Special Qualities Low-Light vision, Scent, Soul Binding (1 vestiges), Pact Augmentation (+2 to damage), Suppress Sign
Saves Fort +6, Ref +8, Will +4
Abilities Str 14, Dex 22, Con 14, Int 8, Wis 10, Cha 10
Skills Balance +8, Climb +4, Intimidate +8, Jump +18, Perform (dance) +4, Tumble +16
Feats
1st: Longstride EliteECS p57, 3rd: Shifter AgilityRoE p115
Binder Bonus: Extra Shifter Trait (Wildhunt)
Vestiges granted: Martial Weapon Proficiency (Rapier, Shortsword), Weapon Finesse (Rapier, Shortsword only), Whirlwind Attack
Equipment +1 Rapier, Mithral Chain Shirt, MW Light Steel Shield, Potion of Haste (Total 4329gp)

When not shifting Jambe as the following altered stat:

Initiative +5
Speed 30 ft (10 squares)
Armour Class 21 (+5 Dex, +4 armor, +1 shield, +1 dodge), touch 16, flat-footed 15
Base Attack Bonus/Grapple +3/+3
Attack +1 Rapier +9 (1d6+5)
Full Attack +1 Rapier +9 (1d6+5)
Space/Reach 5 ft/5 ft
Special Attacks Shifting (2/day, 8 rounds),
Special Qualities Low-Light vision, Soul Binding (1 vestiges), Pact Augmentation (+2 to damage), Suppress Sign
Saves Fort +6, Ref +7, Will +4
Abilities Dex 20
Skills Balance +7, Jump +10, Tumble +15


Jambe speak common

Shifting (Su): Jambe posses the Longstride trait and the Wildhunt (secondary trait), she can shift twice per day for 8 rounds. While shift she gain a +2 bonus to Dexterity, a +20 ft bonus to her land speed and the scent special quality.

Soul Binding (Su): Binder level 5, 1 vestige max 3rd level, Binding check +5
PaimonToM p43:
Dance of death: Move to speed and make a single melee attack against each creature move past.
Paimon’s Dexterity: +4 bonus to Dexterity
Paimon’s Skill: Can use Tumble untrained, gain a +4 bonus to Tumble and Perform (Dance)
Uncanny Dodge: As the rogue class feature.

Pact Augmentation: Jambe gain two abilities from a specific list, he normally choose the +1 insight bonus to damage roll twice for a +2 bonus.

Suppress Sign (Ex): When Jambe make a successful pact with a vestige she can show or suppress the vestige sign as a swift action.


Swordsage:

Griffe Eco
Male Razorclaw ShifterECS p18 Unarmed Swordsage (http://www.giantitp.com/forums/showpost.php?p=8793700&postcount=9)ToB p15/20 5 (Shifting)
Size and type Medium Humanoid (Shapechanger)
Hit Dice 5d8+10 (32 hp)
Initiative +6
Speed 30 ft (6 squares)
Armour Class 17 (+5 dex, +2 wisdom), touch 17, flat-footed 12
Base Attack Bonus/Grapple +3/+7
Attack Unarmed Strike +7 (1d8+5)
Full Attack Unarmed Strike +7 (1d8+5) plus 2 Claws +2 (1d6+3)
Space/Reach 5 ft/5 ft
Special Attacks Shifting (2/day, 6 rounds)
Special Qualities Low-Light vision, Discipline focus (Shifting, Shadow hand), Quick to Act +1, AC bonus, Extra shifting
Saves Fort +3, Ref +9, Will +6
Abilities Str 18, Dex 20, Con 14, Int 8, Wis 14, Cha 8
Skills Concentration +10, Balance +15, Climb +6, Hide +13, Jump +14, Tumble +13
Feats
1st: Adaptive StyleToB p28, 3rd: Extend Maneuver (http://www.giantitp.com/forums/showthread.php?t=162975)see below
Swordsage bonus: Improved Unarmed Strike, Weapon Focus (Claw)
Equipment Gloves of Dexterity +2, Potion of Owl’s Wisdom (Total: 4300gp)

When not shifting Jambe as the following altered stat:

Base Attack Bonus/Grapple +3/+6
Attack Unarmed Strike +6 (1d8+4)
Full Attack Unarmed Strike +6 (1d8+4) plus 2 Claws +1 (1d6+2)
Abilities Str 16
Skills Climb +5, Jump +13


Griffe speak common.


Shifting (Su): Griffe posses the Razorclaw trait and can shift 2 per day for 6 rounds. While shift he gain a +2 bonus to Strength and two claw attack dealing 1d4+1 per four character level points of damage.

Maneuvers and Stances: Initiator level 5, 10 maneuvers know, 6 readied, 2 stances
Maneuvers
1st: Burning BladeToB p52*, Clinging Shadow StrikeToB p76, Distracting EmberToB p52, Sudden leapToB p89*, Wind StrideToB p56*, Wolf Fang StrikeToB p90
2nd: Cloak of DeceptionToB p76*, Burning BrandToB p52*, Flashing SunToB p54
3rd: Mind Over BodyToB p64*
Stances
1st: Blood in the WaterToB p86, Child of ShadowToB p76
3rd: Claws of the Dire Tiger (http://www.giantitp.com/forums/showthread.php?t=162975)see below*
*: Indicated readied maneuver or stance currently used

Unarmed Damage: Griffe gain a improved unarmed strike as a bonus feat. And deal damage with his unarmed strike equal to that of a monk of his level, 1d8.

Discipline focus (Shifting) (Ex): At 1st level, the shifter swordsage learns a special way to use their shifting in conjunction with the martial discipline.
This benefit changes depending on your shifter trait:
-Razorclaw: The claws granted by your shifting are considered discipline weapon of your chosen discipline for all purposes and you gain the benefit of the weapon focus (claw) feat.
This substitution feature replaces the standard Swordsage Discipline focus (Weapon focus).
Griffe as chosen Desert Wind as his chosen discipline at this level.

Quick to Act: Griffe gain a +1 bonus on initiative check.

AC bonus: Griffe add his wisdom modifier to AC when wearing no armor. (The most logical modification given the unarmed adaptation)

Discipline focus (Insightful Strike) (Ex): Griffe had his wisdom modifier to his attack roll when using Desert Wind strike.

Extra shifting (Ex): At 5th level, the shifter swordsage uses his mastery of martial techniques to better tap into their wild nature. You gain another use per day of your shifting ability, and your shifting lasts one round longer.
This substitution feature replaces the standard Swordsage quick to act +2. Reduce the bonus granted by this ability by 1 each time.

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

Claws of the Dire Tiger
Tiger Claw (Stances)
Level: Shifter swordsage 3
Prerequisite: One Tiger Claw maneuver
Initiation action: 1 swift action
Range: Personal
Target: You
Duration: Stances

You know the secret to increase the effectiveness of your natural weapon, and you are delighted in demonstrating the result to your enemy.

While you are in this stance, the damage of the natural weapon you gain while shifting increases by one step, as if you were one size category larger. Each time you hit an opponent with one of the effected natural weapon, on the next round you increases the damage done by this weapon by another step against that opponent until the end of the encounter to a maximum of 4 step. For example a longtooth shifter has a bite attack dealing 1d6 damage (+1 per 4 character level + str + other bonus) with this stance this change to 1d8 if he hit with his bite an opponent on the next round his bite will deal 2d6 damage if he hit again on the next round he will deal 3d6 damage.
This effect stacks with any other effect that would increase the damage dealt by your natural weapon.

Extend maneuver [Metainitiation]
You know how to make your move last longer
Prerequisite
Initiator level 3rd
Benefit
An extended maneuver lasts twice as long as normal. A maneuver with a duration of concentration or instantaneous is not affected by this feat. To use an extend maneuver you must expand a maneuver at least one level higher than the extend maneuver.
Note: A maneuver with a duration of “End of turn” change to “End of next turn” with this feat.
Special
A fighter may select this feat as one of his fighter bonus feats.
Special
A warblade may select this feat as one of his warblade bonus feats.

NOTE: At sixth level he could really use the shifter multiattack feat, later perhaps Great rend too.

Morph Bark
2011-05-02, 11:40 AM
Thanks to those three shifters, I now have a great idea for a sub-plot! :smallbiggrin: Awesomeness. This idea will also allow for me to easily incorporate other homebrew-based NPCs into my campaign. I'll start cookin' up my little plan and expand upon it and have some of the results up within two weeks time.

zagan
2011-05-02, 11:58 AM
Thanks to those three shifters, I now have a great idea for a sub-plot! :smallbiggrin: Awesomeness. This idea will also allow for me to easily incorporate other homebrew-based NPCs into my campaign. I'll start cookin' up my little plan and expand upon it and have some of the results up within two weeks time.

Awesome ! I can't wait, thanks.

only1doug
2011-05-03, 05:22 AM
Updated My Sample NPC with recent changes to his class abilities.

ideasmith
2011-05-05, 08:06 AM
Class can be found here (http://dnd-wiki.org/wiki/Unfledged_(3.5e_Class))

NPC can be found in spoiler below:

Marigold Underhill, CR 3
Humanoid (halfling) Unfledged
Init +1; Senses normal.; Listen +4, Spot +0
Languages Common Halfling Dwarven
- - - - - - - - - - - - - - - - - - - -
AC 12 (+1 Dex,+1 size), touch 12, flat-footed 11
hp 14 (5 HD)
Fort +2, Ref +3, Will +3
- - - - - - - - - - - - - - - - - - - -
Speed 20 feet
Melee +6 unarmed strike (1d10+2)
Space 5 ft Reach 5 ft
Base Atk +2 Grp -2
Atk Options
Special Action
Spell-like Abilities
- - - - - - - - - - - - - - - - - - - -
Abilities Str 10, Dex 13, Con 11, Int 12, Wis 13, Cha 14
Feats Skill Focus (Profession (shepherd)), Skill Focus (Perform (flute))
Skills Craft (knitting) +4, Profession (shepherd) +5, Perform (flute) +6
Possessions Shepherd’s Crook, Flute, Knitting Needles.
- - - - - - - - - - - - - - - - - - - -
Metamorphosis (X)
Illiteracy (X)
Tagalong (X)
Instant Metamorphosis (X)
Partial Metamorphosis (X)
Improved Metamorphosis (X)

DracoDei
2011-05-06, 08:00 PM
Feel free to use anything in my extended signature (http://www.giantitp.com/forums/showpost.php?p=3505115&postcount=11) (I want my feedback!).

First, a Beige Dragon (http://www.giantitp.com/forums/printthread.php?t=59834&pp=40). (if it was any other sort of dragon, that sentence would have ended in an exclamation point). This may not fit the campaign, but it was my most critically acclaimed monster, so I figured I might as well throw it in here.
Bob
Wyrmling Beige Dragon
Small Dragon
Hit Dice 5d12+5 (37 hp)
Initiative +0
Speed 50 ft, Fly 125 ft (Average), Swim 30 ft
Armour Class 16 (+1 Size, +5 Natural), touch 11, flat-footed 16
Base Attack Bonus/Grapple +5/+2
Attack Bite +7 melee (1d6+1)
Full Attack Bite +7 melee (1d6+1), 2 Claws +2 melee (1d4)
Space/Reach 5 ft/5 ft
Special Attacks Breath Weapon
Special Qualities Immunity to Ability Drain and Ability Damage
Saves Fort +5, Ref +4, Will +6
Abilities Str 13, Dex 10, Con 13, Int 6, Wis 15, Cha 10
Skills Concentration +9, Spot +4, Listen +4
Feats (None of relevance)
Treasure 1,247 copper pieces, contained in 53 itchy woolen socks

Breath Weapon(Su): (simplified since a lot of the general case does not apply here) 30 foot line of Pure Elemental Ennui: Drains 1 Intelligence and 1 Charisma, a single successful Will save D.C. is 14 negates both (the DC is Wisdom based). This breath weapon is invisible, it looks like they are just having a really good yawn when they use it. Draining abilities does NOT grant the beige dragon temporary hit-points.

Beige dragons receive a racial bonus equal to their hit-dice to Bluff checks provided the lie they are telling is less interesting than the truth, and Diplomacy checks to remain "socially invisible" (including making small-talk, avoiding faux-pas, etc).

Note that this means that they can bluff with body-language that they are just yawning when they use their breath-weapon, with the effects seeming to be completely unrelated to them on a failed Sense Motive check.



Going to see if I can put together a few Lords of Rest (http://www.giantitp.com/forums/showpost.php?p=3505010&postcount=13) for you. Basic idea here is that the PCs should be given a free night at a what they are informed is a very pricey Inn. The structure shouldn't live up to that (adiquette(I never can spell that WORD!), but not posh), although the food should be quite good. Once they are all asleep (have the beds take it personally if they try to keep watch, perhaps to the point of using Deep Slumber on them ), have a larger number of people (IE other homebrew NPCs?) then the party could normally handle storm the Inn and try to kill them. Fortunately for them they are each sleeping in a CR 4 semi-living construct that takes the attempt to kill guests VERY VERY personally. You might even have them re-visit the Inn later and discover the skulls of the attackers incorporated into the beds headboards or as the tops to their posts with some appropriate inscriptions below.

I am going to be a bit sparing with the equipment, partially because it is simpler for me, partially because it makes it a purer test of the Lords of Rest as a MONSTER, and partially because it very much makes sense that Lords or Rest working at an Inn wouldn't have much combat gear.

Feel free to use different stat arrays, gear, and/or classes if you like. I am just trying to make this as easy as possible. Also, I very much realize that Bard is a highly sub-optimal choice for a race that requires physical contact to communicate outside its own species. It is their favored class (well, except for the Lawful ones who have Expert) for flavor reasons.

All of these, including Happy-Fun Bed ("Do not Taunt Happy-Fun Bed") SHOULD be done now.

{table=head]ECL|3|4|5
CR|4|5|6
Level|Racial 4 HD|Racial 4 HD/Rogue 1|Racial 4 HD/Bard 2
Strength|18|18|18
Dexterity|10|10|10
Constitution|-|-|-
Intelligence|13|13|13
Wisdom|13|13|13
Charisma|13|13|13
HP|52|55|59
Speed|0 ft|0 ft|0 ft
Initiative|+0|+4|+0
AC//Touch//Flat|8//4//8|12//4//12|12//4//12
Fort//Ref//Will|+1//+1//+2|+1//+3//+2|+1//+3//+5
BaB|+3|+3|+4
Attack|Slam +6 melee (1d8+6) OR Large Light Crossbow [Nonproficient] -1 Ranged (1d10)|Slam +6 melee (1d8+6) OR Large ?? Shortsword (1d8+2) OR Masterwork Large Light Crossbow +4 Ranged (1d10 Cold Iron, Alchemical Silver, Adamantine)|Slam +6 melee (1d8+6) OR +1 Large Longsword (1d10?+4) OR Masterwork Large Light Crossbow +5 Ranged (1d10 Cold Iron, Alchemical Silver, Adamantine)
Full Attack

Special Abilities|Sheet Grappling , Anti-Vermin Aura, Construct Traits, Darkvision 60ft, Immobility, Low-light Vision, Mute Sound, Scheduling, Spell-Like Abilities, Telepathy|Sneak Attack +1d6, Trapfinding(Irrelevant), Sheet Grappling , Anti-Vermin Aura, Construct Traits, Darkvision 60ft, Immobility, Low-light Vision, Mute Sound, Scheduling, Spell-Like Abilities, Telepathy|Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1Sheet Grappling , Anti-Vermin Aura, Construct Traits, Darkvision 60ft, Immobility, Low-light Vision, Mute Sound, Scheduling, Spell-Like Abilities, Telepathy
Feats|None|1-Improved Initiative|1-Skill Focus(Perform[Strings])
Skills|Craft(Sewing) +5, Craft(Woodworking) +5, Perform(Storytelling) +5, Profession(Masseuse) +5|Craft(Sewing) +5, Craft(Woodworking) +5, Perform(Storytelling) +5, Decipher Script +9, Profession(Masseuse) +5|Craft(Sewing) +5, Craft(Woodworking) +5, Knowledge(Nobility and Royalty), Perform(Strings) +12, Profession(Masseuse) +5
Equipment|Light Crossbow (Nonproficient)|Chain-mail curtains (as per chain shirt)|Chain-mail curtains (as per chain shirt)
20 bolts|Masterwork Cold Iron Shortsword|+1 Longsword
2 Lamps|2 Lamps|Masterwork Large Light Crossbow|Masterwork Large Light Crossbow
-|-|20 bolts|10 bolts
-|-|5 Cold Iron Bolts|10 cold iron bolts
-|-|5 Alchemical Silver Bolts|10 Alchemical Silver Bolts
-|-|2 Adamintine Bolts|10 Adamintine Bolts
-|-|1 Oil of Repair Light Damage|5 Oils of Repair Light Damage
-|-|-|1 Oil of Repair Serious Damage
-|-|-|2 Tangled-Foot Bags
-|-|-|2 Flasks of Acid
6 buckets of Water|6 buckets of water|6 buckets of water|Masterwork Harp(On foot-board)
Spells Per Day|-|-|3/1
Spells Known|-|-|Dancing Lights, Flare, Light, Mending, Message, Read Magic
-|-|-|Comprehend Languages, Grease
[/table]
Semi-Living Construct Subtype(Ex): Although not quite as similar to flesh based creatures as Warforged are Lords of Rest share some of the same traits with Warforged etc. In one critical regard they surpass them: They are capable of reproduction on their own via asexual budding (see below for details). In any case they also possess the following traits:
-Unlike other constructs, a Lord of Rest is NOT immune to mind-affecting spells and abilities.
-Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition.
-Unlike other constructs, a Lord of Rest is NOT immune to Energy Drain.
-A Lord of Rest CAN NOT heal damage naturally.
-Lords of Rest ARE Immune to critical hits, non-lethal damage, negative energy damage, stunning, ability damage, or ability drain.
-Lords of Rest are NOT immune to death effects or necromancy effects unless such effects also fall under a separate category (such as ability drain) that they ARE immune to.
-Lords of Rest are immune to positive and negative energy effects, meaning they are unaffected by Heal, Harm, Inflict and Cure Spells and effects. Lord of Rest monks may still use "Wholeness of Body" to repair themselves, and Lord of Rest Paladins may repair themselves or other Living or Semi-Living constructs with their "Lay on Hands" ability.
-Depending on its individual construction a Lord of Rest may or may not be vulnerable to the following: Heat Metal/Chill Metal (As if wearing metal armor), Repel Metal or Stone(As if wearing metal armor), Rusting Grasp (Deals 2d6 points of damage, Reflex for half DC 14 + caster's ability modifier), A Rust monsters touch deals that same damage (Reflex Save DC 17 for Half). Spells such as Stone to Flesh, Stone Shape, Warp Wood, and Wood Shape never damage a Lord of Rest and, indeed, can only affect it whatsoever if it is willing.
-A Lord of Rest responds slightly differently from other living creatures when reduced to 0 hit points. A Lord of Rest with 0 hit points is disabled, just like a living creature. It can only take a single move action or standard action in each round, but strenuous activity does not risk further damage. When its hit points are less and 0 and greater than -10, a Lord of Rest is inert. He is unconscious and helpless, and cannot perform any actions. However, an inert Lord of Rest does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
-A Lord of Rest CAN be raised or resurrected.
-A Lord of Rest does not need to eat, sleep, or breathe, and can NOT benefit from the effects of consumable spells and magic items such as heroes' feast and potions.
-Although they do not need sleep, a Lord of Rest wizard must rest for 8 hours before preparing spells.
-A character with ranks in certain Craft Skills can attempt to repair a Lord of Rest who has taken damage. A check requires 8 hours and restores a number of hit points equal to the Craft check result -15 (minimum 0). A character can take 10 on this check but can't take 20. Applicable skills vary with the composition of the individual Lord of Rest but generally include Sewing, and Woodworking. A Lord of Rest can repair itself (and, like all craft skill checks applied to itself it requires no tools to do so).

Anti-Vermin Aura(Su): The bedbugs NEVER bite in a Lord of Rest... because there aren't any. No normal insect or arachnid of Fine size can come within 3 feet of any part of a Lord of Rest unless under magical compulsion.

Immobility(Ex): Because it can't move its frame, only its mattress, sheets etc, a Lord of Rest is treated as having a Dexterity of 1 for the purposes of its armor class until and unless it somehow gains a movement speed. This same restriction also prevents it from taking movement based feats including but not limited to the following: Acrobatic, Dodge, Mobility, and Spring Attack. Lords of Rest do not derive any benefit from class features, feats or spells that improve movement speed. All of these drawbacks are negated if the Lord of rest somehow gains a movement speed independent of these effects. Animate Objects, Fly, and Overland Flight are popular choices for this purpose. Due to their already being mostly animate and full self-directing, Animate Objects has a duration of 1 minute per caster level when cast only on one or more Lords of Rest.

Sheet Grappling(Ex): A Lord of Rest can use its sheets to grapple an opponent up to three sizes larger than itself. The Lord of Rest makes a normal grapple check. If it wins, it wraps the sheets around the opponent’s head, causing that creature to be blinded until they are removed. The position of neither grappler changes as a result of this occurrence.
A Lord of Rest deals damage equal to its slam damage value plus 1½ times its Strength bonus with a successful check against a creature up to one size larger than itself.
A Lord of Rest of at least Large size can make constriction attacks against multiple creatures at once, if they all are at least two sizes smaller than the Lord of Rest.

Mute Sound(Su): A Lord of Rest may damp out sounds around it, this extends only a few inches beyond the Lord of Rest and its occupants but imposes a -10 penalty on all listen checks that occur for sounds within or crossing this barrier. This also grants Sonic Resistance 1 for the Lord of Rest and its occupants. The Lord of Rest can negate or resume this effect as a full round action. This is useful when the half-orcs next door are having a wild party, or if one of the occupants snores.

Scheduling(Ex): Lords of Rest have perfect time sense, and an EXCELLENT memory for to do lists etc. They will wake their occupants on time (usually in the most gentle and comfortable manner they can devise), and remind them of what they need to do for the day.

Spell-like Abilities(Sp): Continuous - Prestidigitation, At Will - Lullaby (single target each time used only, touch range), 1/hour - Ghost Sound, 2/day - Deep Slumber (single target each only, touch range), 1/day - Cure Minor Wounds. A Lord of Rest casts these spells as a Sorcerer of level equal to its total CLASS LEVELS (minimum 1). Racial hit-dice make no difference.

Telepathy(Su): As a full round action, a Lord of Rest may establish a telepathic link to any other Lord of Rest within a number of miles range equal to greater of the two Lords' HD. A Lord of Rest may only be included in one such telepathic link at a time; ending this link is a free action either Lord of Rest can take. They may also apply this ability to any other creature with a language (and in such a case can contact more than one at once), but in such cases the range is touch, and physical contact must be maintained for at least one full round before communication may begin. Note that Lords of Rest can not speak audibly, although this does not hinder their spellcasting.

Tactics: ?????




Happy-Fun Bed ("Do not taunt Happy-Fun Bed")
Lord of Rest Sword-sage 3
Large Construct (Semi-Living Construct)
Hit Dice 4d10+30+3d8 (65 hp)
Initiative +1 (+1 Quick to Act)
Speed 0 ft
Armour Class 13 (-5 Immobility, -1 size, +5 armor, +4 Natural), touch 4, flat-footed 13
Base Attack Bonus/Grapple +5/+13
Attack Masterwork Large Cold Iron/Alchemical Silver Giant Mallet (AKA Warmaul) +11 melee (3d6+6, x3) OR Masterwork Large Light Crossbow +6 ranged (2d6, 19-20) OR (with improvised arsenal) Masterwork Large Cold Iron Frying Pan +11 Melee (1d8+2)
Full Attack Masterwork Large Cold Iron/Alchemical Silver Giant Mallet (AKA Warmaul) +11 melee OR Masterwork Large Light Crossbow +6 ranged (2d6, 19-20)
Space/Reach 10 ft/10 ft
Special Attacks Maneuvers, Sheet Grappling
Special Qualities Anti-Vermin Aura, Construct Traits, Darkvision 60ft, Immobility, Low-light Vision, Mute Sound, Scheduling, Spell-Like Abilities, Telepathy
Saves Fort +2, Ref +4, Will +5
Abilities Str 18, Dex 10, Con -, Int 13, Wis 13, Cha 13
Skills Bluff +8, Perform(Comedy) +7, Craft(Sewing) +5, Craft (Woodworking) +5, Profession (Masseuse) +5, Sense Motive +7
Feats Adaptive Style, Martial Study
Treasure Masterwork Cold Iron Frying-Pan (yes, it still counts as an improvised weapon despite being a Masterwork weapon), Hand of the Mage (as a head-board decoration), Chainmail Curtains +1 (As per Chain Shirt), Masterwork Large Warmaul (AKA Giant Mallet) with one cold iron cap and one alchemical silver cap, Masterwork Large Light Crossbow, 30 regular bolts, 20 Cold Iron Bolts, 20 Alchemical Silver Bolts, 4 Adamintine Bolts

Maneuvers:
1st(7): Banana Peel Drop*, Brick Drop, Everyday Arsenal*, Stone Bones*, Mighty Throw, Blistering Flourish
2nd(2): Extending Boxing Glove*, Unlucky Raincloud*

Stances: Stance of the Looney*, Stance of Clarity
Quick to Act: +1 to Initiative

Discipline Focus (Weapon Focus) [Falling Anvil]: Weapon Focus feat for all weapons associated with Falling Anvil.

AC Bonus: Wisdom modifier adds to AC to a maximum of class level... but since it doesn't have a move speed I am going to SAY that it doesn't get this bonus. Not sure though, as move speed 0 might be different from "immobilized". If so, it is a +1 AC bonus, even when flat-footed or against touch attacks.

Semi-Living Construct Subtype(Ex): Although not quite as similar to flesh based creatures as Warforged are Lords of Rest share some of the same traits with Warforged etc. In one critical regard they surpass them: They are capable of reproduction on their own via asexual budding (see below for details). In any case they also possess the following traits:
-Unlike other constructs, a Lord of Rest is NOT immune to mind-affecting spells and abilities.
-Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition.
-Unlike other constructs, a Lord of Rest is NOT immune to Energy Drain.
-A Lord of Rest CAN NOT heal damage naturally.
-Lords of Rest ARE Immune to critical hits, non-lethal damage, negative energy damage, stunning, ability damage, or ability drain.
-Lords of Rest are NOT immune to death effects or necromancy effects unless such effects also fall under a separate category (such as ability drain) that they ARE immune to.
-Lords of Rest are immune to positive and negative energy effects, meaning they are unaffected by Heal, Harm, Inflict and Cure Spells and effects. Lord of Rest monks may still use "Wholeness of Body" to repair themselves, and Lord of Rest Paladins may repair themselves or other Living or Semi-Living constructs with their "Lay on Hands" ability.
-Depending on its individual construction a Lord of Rest may or may not be vulnerable to the following: Heat Metal/Chill Metal (As if wearing metal armor), Repel Metal or Stone(As if wearing metal armor), Rusting Grasp (Deals 2d6 points of damage, Reflex for half DC 14 + caster's ability modifier), A Rust monsters touch deals that same damage (Reflex Save DC 17 for Half). Spells such as Stone to Flesh, Stone Shape, Warp Wood, and Wood Shape never damage a Lord of Rest and, indeed, can only affect it whatsoever if it is willing.
-A Lord of Rest responds slightly differently from other living creatures when reduced to 0 hit points. A Lord of Rest with 0 hit points is disabled, just like a living creature. It can only take a single move action or standard action in each round, but strenuous activity does not risk further damage. When its hit points are less and 0 and greater than -10, a Lord of Rest is inert. He is unconscious and helpless, and cannot perform any actions. However, an inert Lord of Rest does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
-A Lord of Rest CAN be raised or resurrected.
-A Lord of Rest does not need to eat, sleep, or breathe, and can NOT benefit from the effects of consumable spells and magic items such as heroes' feast and potions.
-Although they do not need sleep, a Lord of Rest wizard must rest for 8 hours before preparing spells.
-A character with ranks in certain Craft Skills can attempt to repair a Lord of Rest who has taken damage. A check requires 8 hours and restores a number of hit points equal to the Craft check result -15 (minimum 0). A character can take 10 on this check but can't take 20. Applicable skills vary with the composition of the individual Lord of Rest but generally include Sewing, and Woodworking. A Lord of Rest can repair itself (and, like all craft skill checks applied to itself it requires no tools to do so).

Anti-Vermin Aura(Su): The bedbugs NEVER bite in a Lord of Rest... because there aren't any. No normal insect or arachnid of Fine size can come within 3 feet of any part of a Lord of Rest unless under magical compulsion.

Immobility(Ex): Because it can't move its frame, only its mattress, sheets etc, a Lord of Rest is treated as having a Dexterity of 1 for the purposes of its armor class until and unless it somehow gains a movement speed. This same restriction also prevents it from taking movement based feats including but not limited to the following: Acrobatic, Dodge, Mobility, and Spring Attack. Lords of Rest do not derive any benefit from class features, feats or spells that improve movement speed. All of these drawbacks are negated if the Lord of rest somehow gains a movement speed independent of these effects. Animate Objects, Fly, and Overland Flight are popular choices for this purpose. Due to their already being mostly animate and full self-directing, Animate Objects has a duration of 1 minute per caster level when cast only on one or more Lords of Rest.

Sheet Grappling(Ex): A Lord of Rest can use its sheets to grapple an opponent up to three sizes larger than itself. The Lord of Rest makes a normal grapple check. If it wins, it wraps the sheets around the opponent’s head, causing that creature to be blinded until they are removed. The position of neither grappler changes as a result of this occurrence.
A Lord of Rest deals damage equal to its slam damage value plus 1½ times its Strength bonus with a successful check against a creature up to one size larger than itself.
A Lord of Rest of at least Large size can make constriction attacks against multiple creatures at once, if they all are at least two sizes smaller than the Lord of Rest.

Mute Sound(Su): A Lord of Rest may damp out sounds around it, this extends only a few inches beyond the Lord of Rest and its occupants but imposes a -10 penalty on all listen checks that occur for sounds within or crossing this barrier. This also grants Sonic Resistance 1 for the Lord of Rest and its occupants. The Lord of Rest can negate or resume this effect as a full round action. This is useful when the half-orcs next door are having a wild party, or if one of the occupants snores.

Scheduling(Ex): Lords of Rest have perfect time sense, and an EXCELLENT memory for to do lists etc. They will wake their occupants on time (usually in the most gentle and comfortable manner they can devise), and remind them of what they need to do for the day.

Spell-like Abilities(Sp): Continuous - Prestidigitation, At Will - Lullaby (single target each time used only, touch range), 1/hour - Ghost Sound, 2/day - Deep Slumber (single target each only, touch range), 1/day - Cure Minor Wounds. A Lord of Rest casts these spells as a Sorcerer of level equal to its total CLASS LEVELS (minimum 1). Racial hit-dice make no difference.

Telepathy(Su): As a full round action, a Lord of Rest may establish a telepathic link to any other Lord of Rest within a number of miles range equal to greater of the two Lords' HD. A Lord of Rest may only be included in one such telepathic link at a time; ending this link is a free action either Lord of Rest can take. They may also apply this ability to any other creature with a language (and in such a case can contact more than one at once), but in such cases the range is touch, and physical contact must be maintained for at least one full round before communication may begin. Note that Lords of Rest can not speak audibly, although this does not hinder their spellcasting.


Banana Peel Drop
Falling Anvil (Strike) [Chaos]
Level: Swordsage 1
Prerequisite: non-lawful alignment
Initiation Action: 1 standard action
Range: Your Unarmed/Natural Attack Reach
Target: One Square
Duration: Until Successful Trip or End of Battle

WHOOPS!

You drop a banana peel into any square you could target with a natural melee or unarmed melee attack (you may move away from it without it vanishing or becoming inactive). The banana peel has an AC of 9 and 2 hitpoints, but is not CONSIDERED damaged by anything other than Acid, Cold (which it takes half damage from), Electricity, or Fire. If anyone other than you enters that square they are subject to a trip attempt (this is specifically NOT an attack of opportunity). They do not get an attack of opportunity either on you or the banana peel. In lew of a touch attack by the banana peel (which can't move under its own power), the target is required to make a Will Save with a DC of 11 + your Wisdom modifer. If they fail, they step on the peel. In the case of someone trying to jump over the square with the peel in it if they fail the Will save they jump onto the peel instead of their intended destination (this consumes movement only for the amount of distance actually traveled, not the distance originally intended). Flying creatures are not effected. For purposes of this Trip attempt the peel counts as a medium sized creature with a strength modifier equal to your Charisma or Wisdom modifier (whichever is higher), and the defender ALSO counts as medium sized for this purpose (regardless of actual size) and MUST oppose the trip attempt with Dexterity, NOT Strength. Stablity bonuses apply as usual. If the defender is tripped the peel vanishes, otherwise the defender is immune to further trip attempts by that particular banana peel for one round. The peel can not itself be tripped. A character who succeeds on their will save to avoid a trip attempt may pick up that particular banana peel and put in a safe place (such as shoving it through their belt) as a standard action that provokes attacks of opportunity provided they don't leave the square before they do so. The peel loses all special properties as soon as it is picked up (except that it still vanishes at the end of combat).

If two or more "active" banana peels generated by the same character (including via items) end up laying in the same square, then the last ones to enter the square disappear.

If you do not have a banana with you to use for the peel, then activating this maneuver is a supernatural ability, however even something that would suppress a supernatural ability can not make the banana peel disappear or stop functioning prematurely once it has been brought into existence.
(Thanks to zerombr for the basic idea of including banana slips.)

Brick Drop
Falling Anvil (Strike) [Chaos]
Level: Swordsage 1
Prerequisite: Non-lawful alignment
Initiation Action: 1 standard action
Range: 20 feet
Target: One creature
Duration: Instantaneous

Crack!

You smile crookedly at a selected creature and a brick or a moderately sized flowerpot complete with moist soil and a blossoming daisy falls towards them (no matter how low the ceiling may be, or even if there is no ceiling). It strikes as a ranged touch attack, and deals 2d6 bludgeoning damage if successful. The brick or flowerpot (including flower and soil) disappears at the end of combat.
This maneuver is a supernatural ability.


Everyday Arsenal
Falling Anvil (Boost) [Chaos]
Level: Swordsage 1
Prerequisite: Non-lawful alignment
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 2 rounds (?)

"Clang! Clang! Clang!" goes the frying pan! "Ring! Ring! Ring!" goes your skull!

For the duration of this boost you take no penalties for wielding improvised weapons, and any improvised weapons you wield could as Silver, Magical and Chaotic for purposed of DR, Regeneration, etc. If your initiator level is 21 or higher they also count as Epic for such purposes.
This maneuver is a supernatural ability.

Stance of the Loony
Falling Anvil (Stance) [Chaos]
Level: Swordsage 1
Prerequisite: Non-lawful alignment
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You can survive almost any attack... but at the cost of your sanity. You may convert incoming hitpoint damage to wisdom burn. This effect occurs after damage reduction, and you may convert some, all, or none of the damage as you take it. This does nothing to alter any other effects other than hitpoint damage, even if you reduce the damage taken to zero(you can't reduce it further than zero). The conversion rate varies based on your Initiator level as explained on the following table.
IL|hp per Wis burn|X|IL|hp per Wis burn
1 |0.75|X|16-18|5
2-3 | 1 |X|19-20|6
4-8 | 2 |X|21-22|7
9-12| 3 |X|23-24|8
13-15| 4 |X|etc..|(IL-7)/2 rounded down
This maneuver is a supernatural ability.



Level 2
Extending Boxing Glove
Falling Anvil (Strike) [Chaos]
Level: Swordsage 2
Prerequisite: 1 Falling Anvil maneuver, non-lawful alignment
Initiation Action: 1 Standard Action
Range: 60 feet
Target: 1 opponent or object
Saving Throw: Fortitude Negates Stun
You produce a boxing glove on the end of a one handed device build around a set of lazy tongs and send the glove forth to strike an opponent. This deals damage exactly as if it were an unarmed strike performed by you, employing the Stunning Fist and Improved Unarmed Strike feats. Use your strength modifier for the damage bonus, and your dexterity modifier for the to-hit modifier. The DC to resist the stunning effect is 10+1/2 your initiator level+your wisdom modifier, and this does not count against your limit of number of times per day you can use the Stunning Fist feat (assuming you have it, which is utterly irrelevant to the execution of this maneuver). You also gain bonus damage equal to 1/2 your initiator level. Depending on your initiator level the glove may gain various properties for the purposes of bypassing damage reduction, regeneration, etc. These are summarized on the following table.
IL|Types
3-6|Magic


Unlucky Raincloud
Falling Anvil (Strike) [Chaos]
Level: Swordsage 2
Prerequisite: 1 Falling Anvil maneuver, non-lawful alignment
Initiation Action: 1 standard action
Range: 30 feet
Target: One Creature
Duration: Instantaneous
Saving Throw: Reflex Half

"Every little cloud, likes to sing <electrical sizzle> aloud!" Wareck the Pugilist werebear, while raiding a nest of giant bees for honey.

A Tiny Raincloud zooms in from parts unknown and parks itself directly over the target's head just long enough to deliver a miniature lightning bolt to them for 3d6 damage. A reflex save with a DC of 12 + your wisdom modifier is permitted for half damage.
This maneuver is a supernatural ability.

LOTRfan
2011-05-07, 03:45 PM
Since goblins are traders in your campaign, who fills the traditional low level mook role? I want to know what race the taskmaster (http://www.giantitp.com/forums/showthread.php?t=198261) should be.

Morph Bark
2011-05-08, 05:33 AM
I think kobolds would do the job as mooks really well. As long as they are in elven lands I just throw a mish-mash of stuff at them (for which there is an in-verse explanation), but outside of that, it's definitely kobolds.

desero clades
2011-05-08, 11:34 PM
Quick question, does your campaign have guns? working on a gunmage class currently, and when its done I'd love for you to test it. :smallsmile:

Morph Bark
2011-05-09, 05:14 AM
Quick question, does your campaign have guns? working on a gunmage class currently, and when its done I'd love for you to test it. :smallsmile:

We have pistols and rifles, though in this one none of the players are using them (yet). So yes, guns exist. Heck, the first boss (second session (http://www.giantitp.com/forums/showthread.php?p=10785344#post10785344)) used a custom-made sort-of-but-not quite gatling gun.

desero clades
2011-05-09, 10:28 PM
Awesome! once its all set in done I'll let you know. And that session sounded pretty epic, though the line "You're shatting me, a gatling gun?" killed me. xD

DracoDei
2011-05-11, 07:48 PM
I THINK my first round of submissions (at the bottom of the previous page) should be ready now. You probably should read the main entry for Beige Dragons, since the personality is important. Note that most adventuring parties are interest/disruptive enough for a beige dragon to try to quietly get rid of them, so there is your motivation for conflict.

EDIT: If you like I can throw in some medium size-class Lords of Rest for Small characters (not that they can't sleep in beds meant for Medium sized characters almost as well... even 2 per bed if they don't mind that).

EDIT^2: I think my next offering/request might be a 6 HD Devotion Bower (http://www.giantitp.com/forums/showpost.php?p=5750889&postcount=5) with a Commoner couple living inside it. Feel free to only pick a few of mine (probably just one encounter's worth at this point) so it is fair to everyone else... OTOH, the more total playtest for everyone you can squeeze in, the better so if you run short of ones from other people that fit the plot and my shot-gun approach yields ones that DO...

DracoDei
2011-05-11, 09:25 PM
Ok, this went pretty quick and easy, so here you go.

Suggested Plot Hook: Either the couple inside were witnesses to a crime by the PCs and fled to this for protection, or the PCs are hired by someone to punish the couple for a Romeo and Juliet style forbidden love that they committed against their extended families (sounds like a Dwarf thing to do). In either case, the Rejuvenation ability can provide complications if the PCs don't figure it out (and maybe even if they do) with the witnesses returning to availability (once the new location is discovered by someone who can actually WALK), or the client demanding a refund (perhaps with a penalty amount) for a job left half-done. The only exception I can think of is if they are witnesses and the PCs feel they can intimidate them into silence easier than killing them.

TOTAL ENCOUNTER LEVEL 5

A 4th level commoner would normal be a CR 2 by the book (Yeah, I know this is too high, but it doesn't make as much difference in this case) halving this we get a CR 1
2 CR 1's makes an EL 2 or 3... call it 3
The Devotion bower itself is CR 3 (2 base, +1 for 4 Extra Hit-Dice)
2 EL/CR 3's make an EL 5

Red-Blossomed Black-and-Lilac-Rose of Allurehn Queen of Eternal Romance (http://www.teleflora.com/rose_colors.asp) (Yeah, I was drawing a blank so I decided to go a bit "Exalted" with the name)
Devotion Bower (Racial Hitdice only)
Medium Plant(+2 Medium Humanoids in pocket dimension)
Hit Dice 6d8+18(45 hp)
Initiative +2
Speed 0 ft
Armour Class 15 (-5 Immobility, +10 Natural), touch 5, flat-footed 15
Base Attack Bonus/Grapple +4/+7
Attack
Intrensic: Thorny slam +7 melee (1d6+3) OR Launch Major Thorn +5* Ranged (1d6+3* Range Increment 60 max range 600)
AND
Resident Reinforcement Husband:
Thorny slams +4 melee (1d6+3) OR Launch Major Thorn +2 Ranged (1d6+3 Range Increment 40 max range 400)
AND
Resident Reinforcement Wife:
Thorny slams +4 melee (1d6+3) OR Launch Major Thorn +2 Ranged (1d6+3 Range Increment 40 max range 400)
Full Attack
Intrensic: 2 Thorny slams +7 melee (1d6+3) OR Launch Major Thorn +5* Ranged (1d6+3* Range Increment 60 max range 600)
AND
Resident Reinforcement Husband:
2 Thorny slams +4 melee (1d6+3) OR 2 Launch Major Thorn +2 Ranged (1d6+3 Range Increment 40 max range 400)
AND
Resident Reinforcement Wife:
2 Thorny slams +4 melee (1d6+3) OR 2 Launch Major Thorn +2 Ranged (1d6+3 Range Increment 40 max range 400)
*To hit and damage both get a +1 bonus for attacks made by the Devotion Bower itself due to Point-Blank Shot.
Space/Reach 5 ft/5 ft
Special Attacks Resident Reinforcements
Special Qualities Bastion of Faithfulness*, Blossom in the Wasteland, Electricity Resistance 20, Fire Resistance 20, DR 5/Slashing, Immobility, Lovers' Rescue*, Lovers' Paradise*, Rejuvenation, Telepathy, Haven's Truth
*This ability is listed in the long version in the original entry for this, it will not be relevant to the initial encounter unless your campaign has a romantic sub-plot, and probably not even then.
Saves Fort +8, Ref +4, Will +11
Abilities Str 16, Dex 15, Con 16, Int 14, Wis 19, Cha 15
Skills Diplomacy +10, Sense Motive +10, Spot +9, Knowledge(Religion) +9, Listen +9, Survival +9
Feats Iron Will, Point Blank Shot, Far Shot
Treasure 2 rings worth 10 GP each (wedding rings on buried corpses of couple who live inside).

Selected Stats for couple living inside (feel free to adjust):
Commoner 4
BAB +2
Saves +2*/+1*/+1
Str 12, Dex 10, Con 12, Int 12, Wis 12, Cha 12
Skills: Diplomacy +5
*I can't imagine how this would matter.

This looks like a normal tree for the area, except that the branches are now in motion, and you note thorns whose placement and size are inconstant with this type of tree.

Blossom in the Wasteland (Su): Even where sun and rain and good soil are not available a Devotion Bower will yet grow and if the need is great enough, can even thrive. A Devotion Bower can grow ANYWHERE. However in places that could not normally support it a Devotion Bower may never have more than a certain number of hit-dice. The base amount is 2, and is increased by 1 for each inhabitant of the extradimensional space of between 1 and 9 hit-dice (racial + class derived), 2 for each inhabitant of between 10 and 19 hit-dice, 3 for each of between 20 and 29 hit-dice, and so on. Growth to add hit-dice is at the same rate as a pine-tree. If inhabitants die or leave and the Devotion Bower has more hit-dice than it should be allowed to according to this calculation, then it loses 1 hit-die per week until it is once again within the limit.

Immobility(Ex): Because it is firmly rooted can't move its trunk or roots (other than by altering its shape and that requires days per inch moved), only its vines and branches it can not take movement based feats including but not limited to the following: Acrobatic, Dodge, Mobility, and Spring Attack. Devotion Bowers do not derive any benefit from class features, feats or spells that improve movement speed.

Rejuvenation (Su): In most cases, it’s difficult to destroy a Devotion Bower or Undying Devotion through simple combat: The "destroyed" tree and spirits within it will often restore themselves (as an Undying devotion) in 3d6 days. Even the most powerful spells are usually only temporary solutions. A Devotion Bower (and the spirits within it) that would otherwise be destroyed returns to its either its old location or to a random location within 5 miles of its old location on a successful level check by the tree or any one of its inhabitants (roll a separate check for each) (1d20 + HD) against DC 18. Can be destroyed permanently(IE by-passing the checks) by a Succubus, Incubus, Erinyes or other such evil outsider with a similar sexual focus performing a ritual within 1 mile of the tree. This ritual requires 8 hour to complete and the tree must have been destroyed and not rejuvenated yet, 300 gp worth of materials, and involves the sadistic sexual murder of at least 3 sentient creatures. The target must be uniquely specified but neither line of sight or line of effect are required. If the Lover's Rescue ability is negated by the Devotion bower becoming an Undying Devotion then any Love Buds are immediately separated and may die and all inhabitants become infertile.

Resident Reinforcements (Su): Inhabitants of a Devotion Bower's extra-dimensional space may each take control of a number of limbs (vines or branches) equal to the number of manipulative appendages they have or the number of natural weapons they have, whichever is greater. They may attack (thorny slams with branches or grappling with all the vines they control, or trips or disarms with either) with these limbs, using the tree's strength score and damage die, but their own base attack bonus and dexterity. Each controlling intelligence is entitled to a separate attack of opportunity each round (or more than one in the case of Combat Reflexes or similar ability) provided it is not performing a maneuver with those limbs that would normally disallow such (such as grappling). A controlling intelligence may also forgo the normal attacks (but not attacks of opportunity) to use the limbs to cast spells. Note that if there is more than one spellcaster within, the tree may appear to have the Quicken Spell feat, or an Epic version there-of, even if this is not the case. Because the tree and/or other inhabitants can cover for the casting limbs such spellcasting never provokes attacks of opportunity or requires a concentration check to cast on the defensive.

Telepathy (Su): A devotion bower can communicate telepathically with any creature within 500 feet that has an Intelligence score. The creature can respond to the devotion bower if it wishes—no common language is needed.





I can provide the resulting Undying Devotion for a follow-up encounter if you use this (or maybe even if you just tell me you will BE using it).

Morph Bark
2011-05-13, 11:04 AM
Just posting to let you guys know that tomorrow we will have our next session, and I will be using the three Shifters, the Divine Champion, the Fey Champion, the Psychic Tracker, the Tiny Thief and the Beige Dragon. I've also got ideas for when to use the Witch Hunter. The Swordsaint I will surely use at some point later on as well, but I think I'd prefer that one to be a solo encounter.

I also think I may need some traps... :smallamused:

Serpentine
2011-05-13, 11:12 AM
I would quite like some of my Animorphs (http://www.giantitp.com/forums/showthread.php?t=140194) stuff playtested. There's several sample characters there, but mostly level 13ish iirc.

zagan
2011-05-13, 12:06 PM
Just posting to let you guys know that tomorrow we will have our next session, and I will be using the three Shifters, the Divine Champion, the Fey Champion, the Psychic Tracker, the Tiny Thief and the Beige Dragon. I've also got ideas for when to use the Witch Hunter. The Swordsaint I will surely use at some point later on as well, but I think I'd prefer that one to be a solo encounter.

I also think I may need some traps... :smallamused:

Awesome ! I can't wait. Thanks.

As for trap hum, no I don't have anything like that in my folder but it might be a good idea. If i'm inspired on the subject, I'll post them here for you.

Qwertystop
2011-05-13, 02:43 PM
Not sure how much a trap can be homebrew instead of inventiveness, but I've always liked some traps such as the following:

Oiled chutes with flamethrowers at the bottom.

Pit traps on two sides of a "safe" winding path, but the path has a Reverse Gravity zone on it, and the ceiling is trapped. Or the ceiling might just be very very high.

A room with an elaborately patterned tiled floor, each tile is a button. The only thing that happens when they are stepped on is they make clicking noises, but occasionally grinding gears are heard. This does nothing, but it can freak people out if it is after a lot of other traps.

An extra-large Ring Gate with no weight limit, made to look like a decorative part of a hallway. The other ring opens onto a pit, which is decorated to look exactly like the hallway. walk walk walk walk FALL FALL FALL FALL.

A pathway made of Shadow Conjuration Walls of Stone. Anyone who makes their will save falls through.

Everyone is "teleported" into identical rooms, with horrible monsters. These monsters are actually their party, disguised by an illusion. Group will need to be good at roleplaying if they catch on OOC, since whatever their teammate does will be mimicked by a monster. Alternately, make it blatantly obvious that it is fake, then have it turn out to not be fake.

DracoDei
2011-05-13, 03:13 PM
Just posting to let you guys know that tomorrow we will have our next session <snip> and the Beige Dragon.
Thank you kindly, and be sure to practice your Ben Stein voice ahead of time if you can spare a few minutes.

I also think I may need some traps... :smallamused:
Sadly I am of the school of thought that says that traps should only be interesting when designed by NPCs with certain varieties of mental illness or when the oddities make a great deal of sense as curveballs designed to raise the Search and/or Disable Device DCs.

Generally I am a great believer in traps that are designed to have AT LEAST a 50% chance of outright killing the average character 4 ECLs lower than the APL (Average Party Level). In other words they are designed to do more than just chew up some healing spells/items (well... at lower levels that can be good too) but are under-designed for the threat the PCs face.

DracoDei
2011-05-13, 04:23 PM
Oops! There is a key ability of Beige dragons (a racial bonus to certain skill checks) that I left out! (and even in the original article you sorta have to think creatively and read between the lines a little bit to get the part I underlined since it isn't actually part of the original thread).


Beige dragons receive a racial bonus equal to their hit-dice to Bluff checks provided the lie they are telling is less interesting than the truth, and Diplomacy checks to remain "socially invisible" (including making small-talk, avoiding faux-pas, etc).

Note that this means that they can bluff with body-language that they are just yawning when they use their breath-weapon, with the effects seeming to be completely unrelated to them on a failed Sense Motive check.

Morph Bark
2011-05-14, 05:03 AM
I didn't actually mean to ask for traps, but thanks anyway! :smallbiggrin: It's always great to see the twisted deadly products of other minds, especially traps. I love them dearly, but sadly don't get too often the chance to use them in logical places.


I would quite like some of my Animorphs (http://www.giantitp.com/forums/showthread.php?t=140194) stuff playtested. There's several sample characters there, but mostly level 13ish iirc.

Hmmm, level 13 is a bit high for now, but could do. Which would you most prefer tested? I have to say though that I know absolutely nothing about Animorphs, so that might be a problem.

Serpentine
2011-05-14, 05:07 AM
Mostly the Animorphs class, but that probably needs more player-testing. Any of the monsters and races, then. Although I think Ax is the only one I actually have statted out.

Morph Bark
2011-05-17, 09:29 AM
Results are in!

You can read more about the session here (http://www.giantitp.com/forums/showthread.php?p=11008365#post11008365). It sadly wasn't that long. We actually stopped right before the encounter with the Fey Champion, Divine Champion and Psychic Tracker.


Here's a trio of Shifter, using my substitution level and for the swordsage one f my metainitiation feat. They can be use either together or separatly, they are supposed to be brother and sister but you change that of course.

Totemist:

Dent Eco
Male Longtooth ShifterECS p18 Totemist (http://www.giantitp.com/forums/showpost.php?p=8793700&postcount=9) 5MoI p29 (Shifting stat with braid)
Size and type Large Humanoid (Incarnum, Shapechanger)
Hit Dice 5d8+15+5 (42 hp)
Initiative +dex
Speed 30 ft (6 squares)
Armour Class 14 (-1 size, +2 dex, +3 armor), touch 11, flat-footed 12
Base Attack Bonus/Grapple +3/+15
Attack +1 Bite +10 (1d8+16) (+1 att and dmg if charging)
Full Attack Spear +10 (2d6+12) plus +1 Bite +5 (1d8+16)
Space/Reach 10 ft/10 ft
Special Attacks Shifting (1+/day, 7 rounds), Soul Shifting
Special Qualities Low-light vision, Cobalt Shifting, Illiteracy, Totem chakra bind (+1 capacity), Chakra Bind (Crown, Hand, Feet)
Saves Fort +7, Ref +6, Will +1
Abilities Str 26, Dex 14, Con 16, Int 8, Wis 10, Cha 8
Skills Balance +12, Climb +18, Jump +18, Listen +8, Spot +8, Survival +8
Feats 1st: Cobalt ChargeMoI p35, 3rd: Expand Souldmeld Capacity (Totem)MoI p38
Equipment Braid of Dire ShiftingRoE p174 (one, used when shifting), Gauntlets of Ogre Power +2, MW Studded Leather Armor, Spear (Total 4277gp)

Dent speak common

When not shifting Dent as the following altered stat:

Size and type Medium Humanoid (Incarnum, Shapechanger)
Initiative +3
Armour Class 17 (+3 dex, +3 armor, +1 natural), touch 13, flat-footed 14
Base Attack Bonus/Grapple +3/+9
Attack Spear +9 (1d8+9) (+1 att and dmg if charging)
Full Attack Spear +9 (1d8+9)
Space/Reach 5 ft/5 ft
Saves Ref +7
Abilities Str 22, Dex 16
Skills Balance +13, Climb +16, Jump +16

When not shifting Dent invest 1 point of essentia in the Totem avatar to gain a +1 enhancement bonus to natural armor because he can invest essentia in his his Soul shifting ability only while shifting.


Shifting (Su): Dent posses the Longtooth trait and can shift once per day for 7 round. While shift he gain a +2 bonus to Strength and a bite attack dealing 1d6+1 per four character level points of damage.

Meldshaping: Meldshaper Level 5, Essentia 5, Essentia Capacity 1 (3 for Totem)
Soulmeld shaped:
Lycantrope Avatar (http://www.giantitp.com/forums/showpost.php?p=8793700&postcount=9): (Occupy Brow chakra, bound to Totem) 3 invested essentia, Grant +8 insight bonus to Balance, Climb and Jump, Grant a +4 insight bonus to Strenght
Dread CarapaceMoI p65: (Occupy Feet chakra), Grant a +2 bonus to damage and -1 penalty to attack with bite attack
Totem AvatarMoI p90: (Occupy Shoulder chakra), Grant 5 bonus Hit point
Blink ShirtMoI p60: (Occupy Heart chakra), Teleport 10 feet as a standard action
Incarnum Feat:
Cobalt Charge:1 invested essentia, +1 insight bonus to attack and damage roll at the end of a charge
Class feature:
Soul Shifting: 1 invested essentia, +1 enhancement bonus to attack and damage roll with bite

Cobalt Shifting: A shifter totemist who takes the 1st-level racial substitution level learns to blend their study of soul energy with their innate wild nature. You treat incarnum feats as shifter feats for the purpose of determining the number of times per day you can use your shifting ability and the ability’s duration.
This substitution feature replaces the standard Totemist's Wild empathy class feature.

Totem Chakra Bind: Dent can bind soulmeld to his totem chakra and the essentia capacity of any soulmeld bind to the totem chakra is improved by 1.

Soul Shifting: A shifter totemist who takes the 3rd-level racial substitution level learns to use incarnum to augment their ability to shift. While shifting, as a swift action, you can invest essentia in your shifting ability as if it was a soulmeld. This grant you a bonus depending on the specific trait as follow:
-Longtooth: For every point of essentia you invest in your shifting ability, you gain a +1 enhancement bonus on attack and damage roll made with your bite.
If you have multiple shifter traits (from the extra shifter trait feat for example) the benefit from invest essentia apply to all of them.
This substitution feature replaces the standard Totemist's Totem protection class feature.

Chakra Bind: Dent as access to the Crown, Feet and Hand Chakra.

NOTE: If you increase his level I recommend giving him the Bonus essentia feat at 6th level.


Binder

Jambe Eco
Female Longstride ShifterECS p18 Binder (http://www.giantitp.com/forums/showpost.php?p=8793700&postcount=9)ToM p11 5 (Shifting)
Size and type Medium Humanoid (Shapechanger)
Hit Dice 3d8+2d10+10 (34 hp)
Initiative +6
Speed 50 ft (10 squares)
Armour Class 22 (+6 Dex, +4 armor, +1 shield, +1 dodge), touch 17, flat-footed 15
Base Attack Bonus/Grapple +3/+3
Attack +1 Rapier +10 (1d6+5)
Full Attack +1 Rapier +10 (1d6+5)
Space/Reach 5 ft/5 ft
Special Attacks Shifting (2/day, 8 rounds),
Special Qualities Low-Light vision, Scent, Soul Binding (1 vestiges), Pact Augmentation (+2 to damage), Suppress Sign
Saves Fort +6, Ref +8, Will +4
Abilities Str 14, Dex 22, Con 14, Int 8, Wis 10, Cha 10
Skills Balance +8, Climb +4, Intimidate +8, Jump +18, Perform (dance) +4, Tumble +16
Feats
1st: Longstride EliteECS p57, 3rd: Shifter AgilityRoE p115
Binder Bonus: Extra Shifter Trait (Wildhunt)
Vestiges granted: Martial Weapon Proficiency (Rapier, Shortsword), Weapon Finesse (Rapier, Shortsword only), Whirlwind Attack
Equipment +1 Rapier, Mithral Chain Shirt, MW Light Steel Shield, Potion of Haste (Total 4329gp)

When not shifting Jambe as the following altered stat:

Initiative +5
Speed 30 ft (10 squares)
Armour Class 21 (+5 Dex, +4 armor, +1 shield, +1 dodge), touch 16, flat-footed 15
Base Attack Bonus/Grapple +3/+3
Attack +1 Rapier +9 (1d6+5)
Full Attack +1 Rapier +9 (1d6+5)
Space/Reach 5 ft/5 ft
Special Attacks Shifting (2/day, 8 rounds),
Special Qualities Low-Light vision, Soul Binding (1 vestiges), Pact Augmentation (+2 to damage), Suppress Sign
Saves Fort +6, Ref +7, Will +4
Abilities Dex 20
Skills Balance +7, Jump +10, Tumble +15


Jambe speak common

Shifting (Su): Jambe posses the Longstride trait and the Wildhunt (secondary trait), she can shift twice per day for 8 rounds. While shift she gain a +2 bonus to Dexterity, a +20 ft bonus to her land speed and the scent special quality.

Soul Binding (Su): Binder level 5, 1 vestige max 3rd level, Binding check +5
PaimonToM p43:
Dance of death: Move to speed and make a single melee attack against each creature move past.
Paimon’s Dexterity: +4 bonus to Dexterity
Paimon’s Skill: Can use Tumble untrained, gain a +4 bonus to Tumble and Perform (Dance)
Uncanny Dodge: As the rogue class feature.

Pact Augmentation: Jambe gain two abilities from a specific list, he normally choose the +1 insight bonus to damage roll twice for a +2 bonus.

Suppress Sign (Ex): When Jambe make a successful pact with a vestige she can show or suppress the vestige sign as a swift action.


Swordsage:

Griffe Eco
Male Razorclaw ShifterECS p18 Unarmed Swordsage (http://www.giantitp.com/forums/showpost.php?p=8793700&postcount=9)ToB p15/20 5 (Shifting)
Size and type Medium Humanoid (Shapechanger)
Hit Dice 5d8+10 (32 hp)
Initiative +6
Speed 30 ft (6 squares)
Armour Class 17 (+5 dex, +2 wisdom), touch 17, flat-footed 12
Base Attack Bonus/Grapple +3/+7
Attack Unarmed Strike +7 (1d8+5)
Full Attack Unarmed Strike +7 (1d8+5) plus 2 Claws +2 (1d6+3)
Space/Reach 5 ft/5 ft
Special Attacks Shifting (2/day, 6 rounds)
Special Qualities Low-Light vision, Discipline focus (Shifting, Shadow hand), Quick to Act +1, AC bonus, Extra shifting
Saves Fort +3, Ref +9, Will +6
Abilities Str 18, Dex 20, Con 14, Int 8, Wis 14, Cha 8
Skills Concentration +10, Balance +15, Climb +6, Hide +13, Jump +14, Tumble +13
Feats
1st: Adaptive StyleToB p28, 3rd: Extend Maneuver (http://www.giantitp.com/forums/showthread.php?t=162975)see below
Swordsage bonus: Improved Unarmed Strike, Weapon Focus (Claw)
Equipment Gloves of Dexterity +2, Potion of Owl’s Wisdom (Total: 4300gp)

When not shifting Jambe as the following altered stat:

Base Attack Bonus/Grapple +3/+6
Attack Unarmed Strike +6 (1d8+4)
Full Attack Unarmed Strike +6 (1d8+4) plus 2 Claws +1 (1d6+2)
Abilities Str 16
Skills Climb +5, Jump +13


Griffe speak common.


Shifting (Su): Griffe posses the Razorclaw trait and can shift 2 per day for 6 rounds. While shift he gain a +2 bonus to Strength and two claw attack dealing 1d4+1 per four character level points of damage.

Maneuvers and Stances: Initiator level 5, 10 maneuvers know, 6 readied, 2 stances
Maneuvers
1st: Burning BladeToB p52*, Clinging Shadow StrikeToB p76, Distracting EmberToB p52, Sudden leapToB p89*, Wind StrideToB p56*, Wolf Fang StrikeToB p90
2nd: Cloak of DeceptionToB p76*, Burning BrandToB p52*, Flashing SunToB p54
3rd: Mind Over BodyToB p64*
Stances
1st: Blood in the WaterToB p86, Child of ShadowToB p76
3rd: Claws of the Dire Tiger (http://www.giantitp.com/forums/showthread.php?t=162975)see below*
*: Indicated readied maneuver or stance currently used

Unarmed Damage: Griffe gain a improved unarmed strike as a bonus feat. And deal damage with his unarmed strike equal to that of a monk of his level, 1d8.

Discipline focus (Shifting) (Ex): At 1st level, the shifter swordsage learns a special way to use their shifting in conjunction with the martial discipline.
This benefit changes depending on your shifter trait:
-Razorclaw: The claws granted by your shifting are considered discipline weapon of your chosen discipline for all purposes and you gain the benefit of the weapon focus (claw) feat.
This substitution feature replaces the standard Swordsage Discipline focus (Weapon focus).
Griffe as chosen Desert Wind as his chosen discipline at this level.

Quick to Act: Griffe gain a +1 bonus on initiative check.

AC bonus: Griffe add his wisdom modifier to AC when wearing no armor. (The most logical modification given the unarmed adaptation)

Discipline focus (Insightful Strike) (Ex): Griffe had his wisdom modifier to his attack roll when using Desert Wind strike.

Extra shifting (Ex): At 5th level, the shifter swordsage uses his mastery of martial techniques to better tap into their wild nature. You gain another use per day of your shifting ability, and your shifting lasts one round longer.
This substitution feature replaces the standard Swordsage quick to act +2. Reduce the bonus granted by this ability by 1 each time.

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

Claws of the Dire Tiger
Tiger Claw (Stances)
Level: Shifter swordsage 3
Prerequisite: One Tiger Claw maneuver
Initiation action: 1 swift action
Range: Personal
Target: You
Duration: Stances

You know the secret to increase the effectiveness of your natural weapon, and you are delighted in demonstrating the result to your enemy.

While you are in this stance, the damage of the natural weapon you gain while shifting increases by one step, as if you were one size category larger. Each time you hit an opponent with one of the effected natural weapon, on the next round you increases the damage done by this weapon by another step against that opponent until the end of the encounter to a maximum of 4 step. For example a longtooth shifter has a bite attack dealing 1d6 damage (+1 per 4 character level + str + other bonus) with this stance this change to 1d8 if he hit with his bite an opponent on the next round his bite will deal 2d6 damage if he hit again on the next round he will deal 3d6 damage.
This effect stacks with any other effect that would increase the damage dealt by your natural weapon.

Extend maneuver [Metainitiation]
You know how to make your move last longer
Prerequisite
Initiator level 3rd
Benefit
An extended maneuver lasts twice as long as normal. A maneuver with a duration of concentration or instantaneous is not affected by this feat. To use an extend maneuver you must expand a maneuver at least one level higher than the extend maneuver.
Note: A maneuver with a duration of “End of turn” change to “End of next turn” with this feat.
Special
A fighter may select this feat as one of his fighter bonus feats.
Special
A warblade may select this feat as one of his warblade bonus feats.

NOTE: At sixth level he could really use the shifter multiattack feat, later perhaps Great rend too.


Dent proved to be definitely the strongest here, getting Nadia down so quickly, so I took a look at his stats and thought that 26 Str was way high (one of the players even shouted at me "What kind of optimizers are you looking up on the internet?"), so I played him as if he had a Str of 16, which caused him to be on-par until he got blinded. Jambe didn't get to do much (I could've had her jump onto the ship and use Paimon's Dance of Death in hindsight, but that would've gotten her killed quickly, plus that's not a thing she got from homebrew). Griffe did pretty well, getting Aaron to 1 hp near the end, but he got to 3 hp himself, so I had them surrender, as that fit the motives they had there.

I figure that at level 8 they could do more, especially as then they would have all their useful homebrew levels (minus a few that just give more of what they had, extra shifting and feats), so they might return.

Bob (whom I figured I might call Bobrazivanzevox because dragon's like asslong names ending in x - nicknamed Bob prolly anyway, though that'll make my players want to kill him for the lulz) wasn't used as a villain in any way, which prolly fits beige dragons more. I could still have him return as a bad guy later on, alongside the shifters, but that's still up in the air.


Oh, by the by, the players don't know that they're being pitted against homebrew stuff here (though some have suspicions and I may need to kill whichever one of them reads this sentence - prolly Nadia and Vido), but I'd like to pitch through that Annie's player thinks a dragon hoarding copper coins in socks is genius. Kudos to you, Draco! :smallsmile:

zagan
2011-05-17, 09:57 AM
Results are in!

Dent proved to be definitely the strongest here, getting Nadia down so quickly, so I took a look at his stats and thought that 26 Str was way high (one of the players even shouted at me "What kind of optimizers are you looking up on the internet?"), so I played him as if he had a Str of 16, which caused him to be on-par until he got blinded. Jambe didn't get to do much (I could've had her jump onto the ship and use Paimon's Dance of Death in hindsight, but that would've gotten her killed quickly, plus that's not a thing she got from homebrew). Griffe did pretty well, getting Aaron to 1 hp near the end, but he got to 3 hp himself, so I had them surrender, as that fit the motives they had there.

Yeah they didn't benefit much from their ACF at this level, dent the only one with is unique soulmeld. As for 26 strength well let's see how I got there.
I used a 30 points buy (Str 16, Dex 12, Con 16, Int 10, Wis 10, Cha 10) with shifter adjustment I have (Str 16, Dex 14, Con 16, Int 8, Wis 10, Cha 8). So with start with Str 16 +2 (shifting) +2 gauntlet + 2 (braid of dire shifting= enlarge person) and +4 from lycanthrope avatar soulmeld.
His bite attack now deal 1d8 (for being large) + 1 because he got more than 4 hd (it's part of the shifter trait) + 1.5*8 (strength because it's his only natural attack) + 2 from dread crapace +1 from soul shifting = 1d8+1+12+2+1 = 1d8+16

Yeah I can see how that can be a lot, the lycantrhope avatar end up strong but a +1 str per essentia considering the limit in essentia didn't seem like a lot when I was homebrewing, perhaps +1 per 2 essentia instead.
And I've probably overoptimized him, sorry.

Did you get to use the extend maneuver feat of griffe ?

Anyway thanks for testing some of my work, I can't wait for the next time.

Morph Bark
2011-05-17, 10:08 AM
I see. Are you sure all those bonuses stack though? I thought most soulmelds that gave ability score bonuses were enhancement bonuses, so they wouldn't stack with the gauntlets.

I also didn't use the braid of dire shifting (hadn't looked over it what it did in the books and I didn't know what it does), so I played him as Medium, and due to not knowing that the dire shifting gave him +2 Str, I didn't subtract that. ^^;

And don't bite attacks use 1xStr instead of 1.5xStr? The only 1.5x natural weapons I know of are slam attacks (or dragon's crush attacks, iirc).

I didn't get to use Extend Maneuver for Griffe as he only got to use Burning Brand. The round after that I had him go for nonlethal damage, and that cannot be done with maneuvers for as far as I know.

zagan
2011-05-17, 10:27 AM
I see. Are you sure all those bonuses stack though? I thought most soulmelds that gave ability score bonuses were enhancement bonuses, so they wouldn't stack with the gauntlets.

In this case they stack, with have a +2 untyped/racial from shifting, +2 size from the braid and +4 insight from the soulmeld.
most soulmed give insight or competence bonus execpt when they improve the bonus for a natural weapon. I deliberately chose insight because otherwise the soulmeld can be replaced with a magic item and nobody would use it if that was the case.


I also didn't use the braid of dire shifting (hadn't looked over it what it did in the books and I didn't know what it does), so I played him as Medium, and due to not knowing that the dire shifting gave him +2 Str, I didn't subtract that. ^^;

I'm sorry I should have detailled the shifting but not braid stat. braid of dire shifting is just enlarge person activated at the same time as you shift, it's a one use item.


And don't bite attacks use 1xStr instead of 1.5xStr? The only 1.5x natural weapons I know of are slam attacks (or dragon's crush attacks, iirc).

let me find the Srd quote for that, a it's here. (http://www.d20srd.org/srd/improvingMonsters.htm#attackandFullAttack)

If the creature uses a two-handed weapon or has a single natural weapon, it adds 1½ times its Strength bonus to the damage. If it has more than a single attack then it adds its Strength bonus to damage rolls for the primary attack and ½ its Strength bonus to all secondary attacks.


I didn't get to use Extend Maneuver for Griffe as he only got to use Burning Brand. The round after that I had him go for nonlethal damage, and that cannot be done with maneuvers for as far as I know.

Okay. Non-lethal damage with maneuver, that's weird I was sure you could. I think it's possible by taking the standard -4 penalty but only the weapon damage will be non-lethal if the maneuver deal damage in addition that it's probably normal. And of Griffe maneuver only flashing sun would jave work and it wasn't readied.

DracoDei
2011-05-17, 10:50 AM
Bob (whom I figured I might call Bobrazivanzevox because dragon's like asslong names ending in x - nicknamed Bob prolly anyway, though that'll make my players want to kill him for the lulz)
That works... I was going for a very boring name, but your way is better... he would introduce himself by whichever would be more uninteresting to any given group.

wasn't used as a villain in any way, which prolly fits beige dragons more. I could still have him return as a bad guy later on, alongside the shifters, but that's still up in the air.
The idea is that adventurers (regardless of Law/Chaos and Good/Evil alignment) tend to "rock the boat" a lot and do a lot of very flashy things. Beige dragons don't like that and so might try to QUIETLY dispose of the problem.

Oh, by the by, the players don't know that they're being pitted against homebrew stuff here (though some have suspicions and I may need to kill whichever one of them reads this sentence - prolly Nadia and Vido), but I'd like to pitch through that Annie's player thinks a dragon hoarding copper coins in socks is genius. Kudos to you, Draco! :smallsmile:
You are welcome.


Questions and further comments:
Where did Bob get Create Water or was that something else?

Changing them from beings of completely average levels of industry to lazy-bones was unexpected but not problematic... then again sleeping on top of their hordes is stereotypical for a dragon, so this might qualify as "fridge brilliance".

Was he really yawning, or were you rolling saving throws and bluff/sense-motive checks for the breath-weapon behind the screen or later? Probably not since you said he wasn't a villain.

Ziegander
2011-05-17, 01:13 PM
How are things going? Might I request more info on the PCs themselves? What classes are they, what are their general tactics/builds?

Morph Bark
2011-05-17, 01:57 PM
That works... I was going for a very boring name, but your way is better... he would introduce himself by whichever would be more uninteresting to any given group.

It's mostly because characters named Bob dying soon after their introduction is a staple of our campaigns. The one that lasted the longest was a Blue Slaad, who ended up being killed by the PC who was his master.


Questions and further comments:
Where did Bob get Create Water or was that something else?

Changing them from beings of completely average levels of industry to lazy-bones was unexpected but not problematic... then again sleeping on top of their hordes is stereotypical for a dragon, so this might qualify as "fridge brilliance".

Was he really yawning, or were you rolling saving throws and bluff/sense-motive checks for the breath-weapon behind the screen or later? Probably not since you said he wasn't a villain.

It was create water yeah, and I added it on the fly. After they took water from the pond, I figured the level should have lowered since it was such a small pond. I thought that if the shifters were to have lived there for a long time, they needed more than that, so ad hoc I added that ability to his repertoire, which could simply be from a hidden magic item.

And yes, he was really just yawning. I figured if I told them they got hits to Int and Cha they would turn tail pretty fast, and I wanted him to steer them into a direction where I could use the encounter with the two Champions and such.


How are things going? Might I request more info on the PCs themselves? What classes are they, what are their general tactics/builds?

Their class/race make-up are listed in the first post of this thread (http://www.giantitp.com/forums/showthread.php?t=192028). Nadia is a spiked chain user, using Trip actions, though she doesn't have Improved Trip yet. Her player plans on going into Scarlet Corsair. Aaron is going to be a Shadow Sun Ninja, Vido might take a level in Mind... something. An official PrC that gives telepathy at level 1 that is very good for sorcerers and gets into dominating spells a lot.

arguskos
2011-05-17, 02:07 PM
Also, one of my players noticed this thread (whoops!) and looked over the monks I used. He pointed out that at higher levels, arguskos' monk would become a whole lot more powerful. I'd love to playtest that and see how they'd match up against decent characters of the same level, but it will take a while before my players will get there, sadly.

It does grow in power as you gain Superiorities and movement speed. That monk is very keyed to mobility, and the more you have the better off you are.

On that note, how'd it play? I don't recall anything about it, or even if it'd happened yet.

Morph Bark
2011-05-17, 02:11 PM
It does grow in power as you gain Superiorities and movement speed. That monk is very keyed to mobility, and the more you have the better off you are.

On that note, how'd it play? I don't recall anything about it, or even if it'd happened yet.

Hopefully it doesn't grow too powerful, but once he gets Pounce he certainly ups his ante.

And the encounter happend in the third session (http://www.giantitp.com/forums/showthread.php?p=10879046#post10879046), so yes, it's happened already. :smallsmile:

Might have him return soon alongside Gronwë, the Ascetic with the hat.

arguskos
2011-05-17, 02:25 PM
Hopefully it doesn't grow too powerful, but once he gets Pounce he certainly ups his ante.
Fear not, Pounce is not quite as powerful as you might think in this case. More interesting is actually that you gain a feat (not just the bonus feat, though that's nice too, but the regular feat). With that feat, you can take Snap Kick, which has a BEAUTIFUL synergy with Perpetual Motion.

It lets you really hammer out the pain, and since the second attack has 2xFlowing Strike, it really hurts (though any Snap Kick attack on the second hit will have only 1xFlowing Strike, of course).


And the encounter happend in the third session (http://www.giantitp.com/forums/showthread.php?p=10879046#post10879046), so yes, it's happened already. :smallsmile:
Missed it. Good to see.

I also seem to recall you used the Reserve Mage, yes? Anything become of him?

DracoDei
2011-05-19, 11:17 AM
It's mostly because characters named Bob dying soon after their introduction is a staple of our campaigns. The one that lasted the longest was a Blue Slaad, who ended up being killed by the PC who was his master.
Ah, I see... well, if you want to keep him around longer, you might make the name he uses among humanoids usually "Phil" or "Sam" or something.

Morph Bark
2011-05-22, 08:20 AM
I also seem to recall you used the Reserve Mage, yes? Anything become of him?

I didn't use the Reserve Mage in that encounter (even though I wanted to), because I feared that with him there as well the encounter would be too hard for my players. At first I thought of having him arrive on round 3, but when I saw how my players had some trouble with them, I discarded that idea, so that he may be used later on.

NineThePuma
2011-05-22, 07:40 PM
Here comes something I didn't brew myself, but I want to see what happens when I put an awesome character into a mix of NPC classed individuals.

Damien, CR 6
Humanoid (Reptillian, Dragonblooded) Marshal (http://www.giantitp.com/forums/showthread.php?t=186681)
Init +5; Senses darkvision; Listen +9, Spot +9
Languages Draconic, Celestial, Common, Infernal, Undercommon
- - - - - - - - - - - - - - - - - - - -
AC 23 (+5 Armor, +4 Shield, +3 Dex Int, +1 Size, +1 Natural), touch 17, flat-footed 20
hp 37/37 (6 HD)
Fort +5, Ref +2, Will +5
- - - - - - - - - - - - - - - - - - - -
Speed 20
Melee +11/+6 Heavy Pick (1d4, 20/x3)
Ranged +11 Hand Crossbow (1d4+3, 19-20/x2)
Space 5 ft Reach 5 ft
Base Atk +6 Grp +2
Atk Options
Special Action Rally
Spell-like Abilities
- - - - - - - - - - - - - - - - - - - -
Abilities Str 11, Dex 12, Con 11, Int 16, Wis 10, Cha 11
Feats Shield Specialization, Shield Ward, Improved Initiative, Combat Expertise, Shield Wall
Skills Intimidate +9, Sense Motive +9, Bluff +9
Possessions Masterwork Weapons, Masterwork Breastplate, +1 Shield, 5 Potions of Cure Light Wounds, 3 Potions of Cure Moderate Wounds, 1 potion of Cure Serious Wounds
- - - - - - - - - - - - - - - - - - - -
Rally (Ex): As a full-round action, a marshal may whip a rally that stirs the heart of the most desperate trooper. Each ally within range that can hear the marshal adds an extra 1d6 points of damage in any successful melee or ranged attack dealt during the round. The Marshal and all allies that hear the rally a +1 competence bonus to Armor Class. Furthermore, any ally that hears the marshal and currently suffers a fear effect may make a new saving throw to remove said effect. An ally can attempt a new saving throw every round in which it suffers a fear effect and hears the marshal rally, but can only attempt a new saving throw once per round. This benefit lasts until the marshal’s next turn, unless the marshal concentrates on maintaining the ability as a move action. Unlike similar abilities, creatures immune to critical hits or sneak attacks are not immune to this damage. A marshal may not use this ability if under any fear effect (although the marshal is immune to fear effects, the marshal may not use this ability if for some reason this immunity was bypassed) or demoralized, and allies that suffer any fear effect do not gain the benefit of this ability.
Fearless (Ex): Marshals are immune to Fear.
Grant Move Action (Ex): Once per day, as a standard action, he may grant an extra move action to any or all of his allies within 30 feet (but not to himself). Each of the affected allies takes this extra move action immediately, acting in their current initiative order. This extra action does not affect the allies' initiative count; the round continues normally after the marshal's turn is over.
Commander's Uncanny Dodge (Ex): A marshal and all allies within 60 feet retain their Dexterity bonus to AC (if any) even if they are caught flat-footed or struck by an invisible attacker. However, the marshal or any of his allies still lose their Dexterity bonus to AC if immobilized. If the marshal is immobilized (held or paralyzed), this ability temporarily ceases functioning for all allies.
Auras (Ex): A marshal can broadcast one minor, one major, and one greater aura at any given time. As a swift action, he can change what auras he is broadcasting. A marshal's aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies.
Minor Auras: These add one half the marshal's class level to the designated rolls.
•Accurate Strike: Circumstance bonus on rolls made to confirm critical hits.
•Maiming Strike: Morale bonus on damage rolls on a successful critical hit.
•Toughened Soldiers: The marshal and his allies gain an increase in hit points equal to the amount of bonus the aura provides for as long as they remain in the aura. These hit points are treated as if gained from an increased Constitution score, and are not lost first as temporary hit points are.
Major Aura: A major aura lets allies add the marshal's Intelligence to certain rolls:
•Motivate Care: Dodge bonus to Armor Class.
•Steady Hand: Circumstance bonus on ranged attack rolls.
Greater Aura: A greater aura lets allies add a +1 to certain rolls.
•Resilient Troops: Morale bonus to Armor Class and all saves.

Just so you know, the Expert class used by the NPCs presented here gets bonus feats as per the PsyWar, but focusing on Skills, and they also have access to the following feat:
Skill Mastery
PreReq: Skill Focus in the designated skill:
Benefit: You may always take 10 with the selected skill, even when stress would dictate otherwise.
Special: You cannot use this feat to take 10 with skills that do not allow you to take 10 normally.

Darin, Dwain, and Delanor, CR 3
Humanoid (Reptillian, Dragonblooded) Expert
Init +4; Senses darkvision; Listen +9, Spot +9
Languages Draconic, Common, Undercommon
- - - - - - - - - - - - - - - - - - - -
AC 20 (+4 Armor, +4 Dex, +1 Size, +1 Natural), touch 15, flat-footed 16
hp 23/23 (6 HD)
Fort +2, Ref +6, Will +5
- - - - - - - - - - - - - - - - - - - -
Speed 30
Ranged +10 Light Crossbow (1d6, 19-20/x2)
Space 5 ft Reach 5 ft
Base Atk +4 Grp -1
Atk Options
Special Action
Spell-like Abilities
- - - - - - - - - - - - - - - - - - - -
Abilities Str 8, Dex 18, Con 10, Int 16, Wis 10, Cha 8
Feats Point Blank Shot, Precise Shot, Rapid Reload, Stealthy, Skill Focus (Hide), Skill Mastery (Hide)
Skills Hide +26, Move Silently +15, Balance +13, Jump +8,
Possessions +1 Light Crossbows, Masterwork Chain Shirt, +1 Shield, 5 Potions of Cure Light Wounds, 3 Potions of Cure Moderate Wounds, 1 potion of Cure Serious Wounds
- - - - - - - - - - - - - - - - - - - -
Skill Mastery (Ex): When making a skill check withthe Hide skill, this character may take 10 even if stress and distractions would normally prevent her from doing so.
Warriors gain the same PsyWar feat progression but can only take Fighter feats. They count as Fighters of their Class Level, -3.

Daniel, Derrik, Debby, and Dyth, CR 3
Humanoid (Reptillian, Dragonblooded) Warrior
Init +4; Senses darkvision; Listen +9, Spot +9
Languages Draconic, Common, Undercommon
- - - - - - - - - - - - - - - - - - - -
AC 26(+10 Armor, +4 Shield, +1 Size, +1 Natural), touch 15, flat-footed 26
hp 42/42 (6 HD)
Fort +5, Ref +2, Will +2
- - - - - - - - - - - - - - - - - - - -
Speed 20
Melee +9 Heavy Pick (1d4, 20/x4)
Space 5 ft Reach 5 ft
Base Atk +6 Grp +4
Atk Options
Special Action
Spell-like Abilities
- - - - - - - - - - - - - - - - - - - -
Abilities Str 14, Dex 10, Con 14, Int 10, Wis 10, Cha 8
Feats Shield Specialization, Shield Ward, Improved Initiative, Shield Wall, Heavy Armor Optimization, Active Shield Defense
Skills Intimidate +8
Possessions +1 Full Plate, +1 Heavy Steel Shield, 5 Potions of Shield of Faith, 3 Potions of Bull's Strength, 1 Oil of Keen Edge
- - - - - - - - - - - - - - - - - - - -

Combat:
This group has tactical sense! Be wary! They are intended as 'road side bandits' or similar, typically in wooded areas or in mountain passes, where the Crossbowmen can put their skills to good use. However, they can be adapted to suit an urban setting with ease.

The Warriors will pair off, forming a defensive screen, blocking the way; in the center of this formation, Damien will demand a large toll or something else of value. Presumably, the PCs won't pay, but if they do, Damien will get greedy and signal the crossbows to open up.

If the PCs don't pay (after all, it's just a bunch of kobolds!)
Damien's warriors Charge forward, staying adjacent to one another, but generally just close into melee. They target big scary melee types first, and do more to lock them down by simply BEING THERE. They're the 'center' of the battle, and tend to wade right in, typically in pairs or trios as needed; they get +2 to (touch) AC just for being next to another shield using companion, and this makes them extremely tough nuts to crack with a total AC of 28.

After the first round of combat, the Experts will send a volley of crossbow bolts after any mages in the party. Between them, they've got +12 on every knowledge check available, plus Spellcraft and Psicraft and can easily identify various classes with ease. If possible, they'll be hiding up in trees or on cliff sides, probably prone. This gives them some much needed AC, and with some luck, they'll be dealing some decent damage.

Damien will maintain his auras, rallying his forces before moving up into melee alongside his warriors. If one of his warriors falls, the entire group will shift around to defend that one while Damien potions him up.

If they DO pay (They're HEAVILY ARMORED kobolds...)
This is the much easier route for the PCs, and can actually make the Kobolds back off. However, if Damien gets wind of sacks of treasure or anything of the sort, he'll trigger the ambush anyways; this time, however, he'll have the crossbowmen go first, pegging the 'party face' as best they can. After that, combat continues as normal.

In either situation, if the Kobolds win, they'll stabilize the PCs, steal any shiny lookking loot, and flee, leaving behind a scroll, with a message written in Draconic.

Dear Unfortunate Adventurers:
My pesky little tribe has taken to doing stupid things in the pursuit of shinies for me. I'd return them, but... shinies. So, I ask that you forgive them and accept that they're being punished.

-Arkanskus the Bronzed

Morph Bark
2011-05-25, 11:54 AM
Here comes something I didn't brew myself, but I want to see what happens when I put an awesome character into a mix of NPC classed individuals.

Could be handy. Testing a support character might very well be better done with NPC-classed characters. Players are currently rather far from kobold territory though...


Anyway, next session will be this Friday. I'm planning on luring my players into the Tunnel of Doom where they won't be able to get out of immediately. Got some traps ready, might need another monster or two and to equip a Good NPC related to one of the characters' backstories, a Swordsage.

Garryl
2011-06-05, 02:27 AM
Here's another spell-less Paladin variant, a Mindknight (http://brilliantgameologists.com/boards/index.php?topic=11466.msg407833#msg407833), a Paladin of one's own ideals.

LG Xeph Mindknight

{table=head]ECL|4|5|6
Level|Paladin 4|Paladin 5|Paladin 6
Strength|12|12|12
Dexterity|14|14|14
Constitution|13|13|13
Intelligence|10|10|10
Wisdom|8|8|8
Charisma|16|16|16

HP|26|33|39
Speed|20 ft|20 ft|20 ft
Initiative|+6|+6|+6
AC//Touch//Flat|19//11//18|20//11//19|20//11//19
Fort//Ref//Will|+9//+7//+4|+9//+7//+4|+10//+8//+5
|+1 saves vs. powers, spells, and SLAs|+1 saves vs. powers, spells, and SLAs|+1 saves vs. powers, spells, and SLAs
BaB|+4|+5|+6/+1
Attack|Mwk Greatsword +3 melee (2d6+1/19-20)|Mwk Greatsword +7 melee (2d6+1/19-20)|Mwk Greatsword +8 melee (2d6+1/19-20)
|Composite Longbow +6 ranged (1d8+1/x3)|Composite Longbow +7 ranged (1d8+1/x3)|Mwk Composite Longbow +9 ranged (1d8+1/x3)
|---|---|Mwk Armor Spikes +8 melee (1d6+1)
Full Attack|Mwk Greatsword +3 melee (2d6+1/19-20)|Mwk Greatsword +7 melee (2d6+1/19-20)|Mwk Greatsword +8/+3 melee (2d6+1/19-20)
|Composite Longbow +6 ranged (1d8+1/x3)|Composite Longbow +7 ranged (1d8+1/x3)|Mwk Composite Longbow +9/+4 ranged (1d8+1/x3)
|---|---|Mwk Armor Spikes +8/+3 melee (1d6+1)
Power Points|10 (ML 4th)|12 (ML 5th)|15 (ML 6th)
Powers Known|Force Screen|Force Screen|Force Screen
||Vigor|Vigor
|||Biofeedback
Mantles|Good (Primary; Expend psionic focus to deal +1d6 damage to a non-good creature)|Good (Primary; Expend psionic focus to deal +1d6 damage to a non-good creature)|Good (Primary; Expend psionic focus to deal +1d6 damage to a non-good creature)
|Justice (Secondary; Expend psionic focus to make an attack of opportunity against a creature that attacks an ally)|Justice (Secondary; Expend psionic focus to make an attack of opportunity against a creature that attacks an ally)|Justice (Secondary; Expend psionic focus to make an attack of opportunity against a creature that attacks an ally)
Substituted Powers|Good|Good|Good
|+ Biofeedback (1), Vigor (1)|+ Biofeedback (1), Vigor (1)|+ Biofeedback (1), Vigor (1)
|… and miscellaneous modifications of higher levels|… and miscellaneous modifications of higher levels|… and miscellaneous modifications of higher levels
|Justice|Justice|Justice
|+ Force Screen (1)|+ Force Screen (1)|+ Force Screen (1)
|… and miscellaneous modifications of higher levels|… and miscellaneous modifications of higher levels|… and miscellaneous modifications of higher levels
Special Abilities|Burst (3/day, +10')|Burst (3/day, +20')|Burst (3/day, +20')
|Aligned Aura|Aligned Aura|Aura of Self
|Detect Foe|Detect Foe|Detect Foe
|Mantle (2 mantles)|Mantle (2 mantles)|Mantle (2 mantles)
|Divine Grace|Divine Grace|Divine Grace
|Empathic Touch (3/day, 4d10)|Empathic Touch (3/day, 5d10)|Empathic Touch (3/day, 5d10)
|Idealized Health (2/day, 3d12 or 4)|Idealized Health (2/day, 3d12 or 5)|Idealized Health (2/day, 3d12 or 5)
|Aura of Conviction|Aura of Conviction|Aura of Conviction
|---|Charging Smite ACF|Charging Smite ACF
|---|Smite Foe (1/day, +3/+5)|Smite Foe (1/day, +3/+6)
|---|---|Mantled Focus (1 focus)
Feats|1-Power Attack|1-Power Attack|1-Power Attack
|3-Improved Initiative|3-Improved Initiative|3-Improved Initiative
|---|---|6-Psionic Meditation
Skills|Autohypnosis +6|Autohypnosis +7|Autohypnosis +8
|Concentration +8|Concentration +9|Concentration +10
Equipment|Mwk Greatsword|Mwk Greatsword|Mwk Greatsword
|Mwk Full Plate|+1 Full Plate|+1 Full Plate
|Composite Longbow (+1 Str)|Composite Longbow (+1 Str)|Mwk Composite Longbow (+1 Str)
|Vest of Resistance +1|Vest of Resistance +1|Vest of Resistance +1
|---|---|Mwk Armor Spikes
|100gp|100gp|750gp[/table]



By the way, how is the game coming along? Was Friday's session successful?

zagan
2011-06-06, 01:57 PM
Okay, I've create another character for you, A killoren druid/poisoner (http://www.giantitp.com/forums/showthread.php?t=199414) . ECL 7 but perhaps a little weak.


Monev
CN Medium Female KillorenRoW p102
Type: Fey
Druid 5 / Poisoner 2
Init +2, Senses: Listen +4, Spot +12
Languages Common, Sylvan, Elven, Gnome, Druidic
------------------------------------------------
AC 16, touch 12, flat-footed 14 (+2 dex, +2 armor, +1 shield, +1 natural)
hp 45 (7 HD(d8))
Fort +10, Ref +4, Will +7
+2 against enhancement
+4 against fey spell-like abilities
Immunity Magic sleep, Poison
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Scimitar +6 (1d6+2 /18-20)
Space 5 ft Reach 5 ft
Base Atk +4, Grp +5
Druid Spells Prepared (CL 5th, Wisdom based)
3rd: Poison (DC 14)
2nd: Bear’s Endurance (DC 14), Flaming Sphere (DC 14), Resist Energy (DC 14)
1st: Entangle (DC 13), Faerie Fire, Longstrider, Magic Fang (DC 13)
0th: Detect Magic (2), Detect Poison (2), Guidance (DC 12)
Spontaneous casting: Summon nature ally
Poisoner Spells Prepared (CL 2th, Intelligence based)
1st: Breath of the JungleSpc p39, Summon Toxic Creature I
Poison
5 doses: Phase Spider poison (Injury, 1d8 con, DC 21) last only 24 hour
2 doses: Drow Poison (Injury, Unconsciousness, DC 13)
Supernatural Abilities Wild Shape (1/day, 5 hours, Max 5 HD animal)
Extraordinary Abilities Wild empathy (+5)
-----------------------------------------------
Abilities Str 12, Dex 14, Con 14, Int 15, Wis 14, Cha 10 (30 points buy)
SQ Killoren trait, Animal companion (none), Nature sense, Woodland Stride, Trackless Step, Resist Nature’s Lure, Venomous Companion (Phase spider, EPL 3), Poison crafting,
Feats 1st: Master of PoisonDoTU p51, 3rd: Skill Focus (Craft (poison)), 6th: Natural BondCad p111
Skills Appraise +2 (+4 for poison), Concentration +12, Craft (poison) +17, Handle Animal +12, Heal +10, Hide +4, Knowledge (nature) +16, Listen +4, Move Silently +4, Ride +4, Spot +12, Survival +8
Possessions +1 Scimitar, +1 Leather armor, MW Light Wooden Shield, Amulet of Natural Armor +1, Cloak of Resistance +1, Masterwork Tool (craft (poison)) (Total 6678gp + drow poison 150gp)

Killoren trait:
-Low-light vision
-Immunity to magic sleep and effect, +2 racial bonus against enhancement spell or effect
-+2 racial bonus on handle animal and survival check
-Cold iron anathema (Su): -2 penalty on attack roll with cold iron weapon
-Manifest nature might (Su): Can manifest one of three aspect each day. Gain the benefit of that aspect until next morning. Monev generally use the aspect of the hunter: +2 racial bonus to hide, listen, move silently and spot and +2 to initiaitve

Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.

Animal Companion: Monev doesn’t posses an animal companion but she add half her druid level to her poisoner level to determine her venomous companion ability.

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Emapthy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.

Wild Shape (Su): At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability polymorph spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night.
Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid's feet.
The form chosen must be that of an animal the druid is familiar with.
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
The new form’s Hit Dice can’t exceed the character’s druid level.

Venomous Companion: Monev possess a Phase spider companion, it’s Effective poisoner level to determine her abilities is 3 (half druid level (2) + poisoner level (2) + Natural bond (3) – adjustment (3))

Poison crafting: Monev can create temporary poison by harvesting it from a creature.

Non-core detail:
-Master of poison: Apply poison as a swift action. No Aoo and no poisoning yourself.
-Natural Bond: Add 3 to effective druid level to determine companion ability max equal HD
-Virulent Poison: DC of poison attack improved by 2
-Breath of the jungle: Create a mist 40ft radius 20ft high, 1 minute level, DC of poison or disease in the mist increase by 2

Phase Spider Venomous Companion:

N Large Female Magical Beast
Init +7, Senses: Darkvision 60 ft., low-light vision, Listen +1, Spot +6
------------------------------------------------
AC 17, touch 12, flat-footed 14 (–1 size, +3 Dex, +5 natural)
hp 66 (7 HD(d10))
Fort +9, Ref +8, Will +3
------------------------------------------------
Speed 40 ft. (8 squares), climb 20 ft.
Melee Bite +9 melee (1d6+4 plus poison)
Space 10ft Reach 5ft
Base Atk +7, Grp +12
Atk Options Poison (1d8 con, DC 21)
Supernatural Abilities Ethereal Jaunt (CL 15th)
Extraordinary Abilities Envenom Weapon
-----------------------------------------------
Abilities Str 17, Dex 17, Con 18, Int 7, Wis 13, Cha 10
SQ Share Spells
Feats1st: Ability Focus (poison), 3rd: Improved Initiative, 6th: Virulent PoisonSS p40
Skills Climb +11, Move Silently +11, Spot +6

Phase spiders are aggressive predators that can move quickly from the Ethereal Plane to attack opponents on the Material Plane.
A typical phase spider’s body is 8 feet long. It weighs about 700 pounds.
Phase spiders cannot speak.

Combat
Phase spiders dwell and hunt on the Material Plane. Once a spider locates prey, however, it shifts to the Ethereal Plane to attack, attempting to catch its victim flat-footed. The spider shifts in, bites its victim, and retreats quickly back to the Ethereal Plane.

Ethereal Jaunt (Su): A phase spider can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action (or during a move action). The ability is otherwise identical with ethereal jaunt (caster level 15th).

Poison (Ex): Injury, Fortitude DC 21, initial and secondary damage 1d8 Con. The save DC is
Constitution-based

Skills: A phase spider has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

Share Spells (Ex): At your option, you may have any spell (but not any spell-like ability) you casts upon yourself also affect your venomous companion. The venomous companion must be within 5 feet of you at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the venomous companion if the companion moves farther than 5 feet away and will not affect the creature again, even if it returns to you before the duration expires.
Additionally, you may cast a spell with a target of “You” on your venomous companion (as a touch range spell) instead of on yourself. You and your venomous companion can share spells even if the spells normally do not affect creatures of the companion’s type.

Envenom Weapon (Ex): As a move action, when your venomous companion is within 5 feet of you, it can apply any contact or injury poison it posses to any one weapon you are holding. The poison remain potent for 1 minute or until you successfully hit a creature with the weapon, whichever come first.



Do you also want her wildshape stat in a favorite form or would you prefer to improvise depending on the situation ?

Also could you tell us what book you have acces to ? That way we know what we can use without needing to add detail on it.

Edit: If you receive an alert with three copy of this message it's normal. Something happen when I post and it appear three time. I've removed the two copy.

Morph Bark
2011-06-08, 02:31 PM
I have access to just about all 3.5 books, but I hate needing to break out a whole lot of them in preparation.

Friday's session went alright, though I did accidentally end up giving the players an item that might be more useful than initially thought. I haven't been able to write out a decent full report yet for my campaign journal and such though, because tomorrow I have an exam and on Friday I need to have a 6000 word paper finished.

Morph Bark
2011-06-29, 07:02 PM
Hey there. It's been a while. I'd just like to report that I've put up the last two session I've had here (http://www.giantitp.com/forums/showthread.php?p=11300114#post11300114) where some of the results can be found. (The Seventh, Eighth and Ninth Sessions have the relevant encounters. Ninth not as much, but it is the awesomest.)

I didn't get to use the Witch Hunter Paladin sadly, as during that session one of the spellcasters was absent and I had planned to seperate the two spellcasters from the others to fight him.

The Psionic Tracker Ranger I should've used more tactically and definitely not alone in the second encounter he was in, but in the first it went well, just as good as a Ranger does and in the second encounter he did manage to nail a good hit in and get off a power.

The Divine Champion Paladin had already fallen by then, his dying body looted by goblins (however, he was not dead, so he may return later on).

The Fey Champion I cut out of the first encounter because I feared his auras and attacks would make the encounter too hard, due to two players being absent at the time. He appeared later on in another encounter, auras fully active, which helped a great deal in helping the low-level soldiers hit the party members (the Warblade was actually dying by the end and the Scout wasn't in good shape either). He later on charmed the Warblade so she wouldn't attack him, otherwise he would've died real easy - though it resulted in potentially much worse things... at least for the party!


Right now I don't know where things are going to go next yet, but if they end up in the large city they were wanting to go to, I can throw in a lot of stuff. I'm also at least planning to use this class (http://www.giantitp.com/forums/showpost.php?p=11201444&postcount=12) and this one (http://www.giantitp.com/forums/showthread.php?t=205119) at some point, as they fit the setting perfectly.

Now I just need to find some homebrew Pirate stuff... or desert pirate stuff... or air pirate stuff...

Kellus
2011-06-29, 07:43 PM
Right now I don't know where things are going to go next yet, but if they end up in the large city they were wanting to go to, I can throw in a lot of stuff. I'm also at least planning to use this class and this one at some point, as they fit the setting perfectly.

That would be outstanding, thank you! My group's had a lot of fun with it, and I'd love to hear how it goes! :smallsmile:

EDIT: Also, if you're looking for pirate material I've got a class here (http://www.giantitp.com/forums/showthread.php?t=69023) which might be useful.

The Witch-King
2011-06-30, 03:31 PM
I was just about to ask you to playtest the Fabricator for me--I appreciate it. I look forward to hearing how it goes!

Dralnu
2011-08-29, 04:51 PM
Indigo Trickster (CR 9)
Ezreal D'agon
Human Indigo Trickster (http://www.giantitp.com/forums/showthread.php?t=199905)
Medium Humanoid
Hit Dice: 9d8+18 (58hp)
Initiative: +9 (+3 DEX +2 Quick to Act, +4 Improved Initiative)
Speed: 30 ft
Armour Class: 22 (+3 Dex, +6 armor, +3 AC Bonus), touch 16, flat-footed 19
Base Attack Bonus/Grapple: +9/+11
Attack: +1 scimitar +12 (1d6+3, 18-20/x2)
Full Attack: +1 scimitar +10/+5 (1d6+3, 18-20/x2) and +1 scimitar +10/+5 (1d6+3, 18-20/x2)
Ranged Full Attack: +1 dart +11/+6 (1d4+3, x2) and +1 dart +11/+6 (1d4+3, x2)
Space/Reach: 5 ft/5 ft
Special Qualities: Invocations, AC Bonus, Quick to Act +2, Evasion, Lowered Guard -2, Arcane Fission, Uncanny Agility
Saves: Fort +5, Ref +9, Will +2
Abilities: Str 14, Dex 16, Con 14, Int 16, Wis 8, Cha 8 (28pb)
Skills: Bluff +4, Concentration +7, Disable Device +15, Escape Artist +8, Gather Information +4, Hide +15, Knowledge (arcana) +8, Knowledge (local) +8, Listen +11, Move Silently +15, Open Lock +6, Search +8, Sense Motive +4, Spellcraft +8, Spot +11, and Tumble +15
Feats: Improved Initiative (human), Indigo Aptitude (1), Quick Draw (3), Two Weapon Fighting (indigo trickster), Extra Invocation (6), Improved Two Weapon Fighting (indigo trickster), Extra Invocation (9)
Treasure: +1 scimitar, +1 mithril breastplate, +1 darts (x50)

Class Ability I: Quick To Act +2 (+2 to initiative, already added in stats)

Class Ability II: AC Bonus (+INT to all AC as long as in light armor and not helpless, already added in stats)

Class Ability III: Lowered Guard -2 (Opponents that are denied DEX by him have a -2 AC penalty for 1 round, his selected invocations Phantom Duo and Arcane Detonation deny DEX)

Class Ability IV: Arcane Fission (he can duplicate a 1handed weapon that counts as a light weapon when wielded off-hand, it disappears after a round if it leaves his hands)

Class Ability V: Trickster's Savvy (Likely won’t matter.)

Class Ability VI: Evasion

Class Ability VII: Uncanny Agility (you may spend 2 surge points to take an additional swift or immediate action. You may only use this ability once per round.)


Invocation list: Least: 7 Lesser: 4 (DC 17 for all)

Least: Rogue's Cunning, Indigo Jaunt, Indigo Spark, Blur, See the Unseen, Sudden Opportunity, Silent Image

Lesser: Arcane Detonation, Bait n' Switch, Crashing Wave, Phantom Duo

Tactics:
- uses Blur before combat if given the opportunity
- if a successful ambush, a creative use of Silent Image from hiding could be useful, especially if it gets attacked and you can Arcane Detonation it
- start combat with Crashing Wave for a pouncing full attack, with Sudden Opportunity activated if the target is denied their DEX (for example, if they haven't acted yet)
- use surge'd Phantom Duo and move them adjacent to other opponents but not immediately attack (delaying until right before it expires works best)
- if you're about to be attacked, surge'd Bait n' Switch to immediately swap positions with one of your figments
- if your figment (Phantom Duo, Silent Image) is attacked, Arcane Detonation makes them pay for it!
- Uncanny Agility lets you have one extra immediate or swift action per turn for 2 surge points for more ridiculous combos
- Indigo Jaunt lets you get beside an opponent for a full attack when Crashing Wave isn't an option, or even Bait n' Switch works too if you have a figment beside him
- Sudden Opportunity + Lowered Guard can make sure you're hitting the target and racking up surge points, while Indigo Spark gives your attacks a little more oomph

Here ya go. Gear is a modest +1 scimitar and mithril breastplate because I wasn't sure what the budget should be like or what loot you want to give the PCs. Easiest way to buff him is a potion of bull's strength, cat's grace, the +int one, gloves of DEX, cloak of resistance, the usual. Tell me if there's anything you want changed.

Thanks for trying the class out! :smallsmile:

Morph Bark
2011-08-29, 05:42 PM
No problemo, Dralnu! Thanks a lot for the tactics as well, it helps a lot. :smallsmile:

From the fluff you gave the Indigo Trickster, I figure he might function as a nice sort of sidekick for an assassin figure I am planning on incorporating a lot, giving plenty of chance for screentime.


I was just about to ask you to playtest the Fabricator for me--I appreciate it. I look forward to hearing how it goes!

I have since used the Fabricator some and found the mixture of magic with the arcane tools to be a fulfilling combo. I have to say though that you should note in the Arcane School class feature that they do not get bonus spells from it (at least, I think that's the intention?) and the class does not mention how you bond with a handcrossbow or revolver, which seems vital.

If you want to read some about the encounter, it's in the eleventh/twelfth session starting here (http://www.giantitp.com/forums/showthread.php?p=11669999#post11669999).

Lord Ruby34
2011-08-29, 07:13 PM
It's a Paladin! (http://www.giantitp.com/forums/showthread.php?t=213258)

CR 7

Name Arthur
Race Class: LG Human Paladin
Medium Humanoid
Hit Dice 7d10+35 (60)
Initiative +5
Speed 30 ft
Armour Class 30 (+1 Dex, +10 Armor, +3 Shield, +6 Misc), touch 17, flat-footed 23
Base Attack Bonus/Grapple +7/+2/+11
Attack Greatsword: +14 (2d6+6 19-20 x2)
Full Attack Greatsword: +14/+9 (2d6+6 19-20 x2)
Space/Reach 5 ft/5 ft
Special Attacks Smite Evil 3/day Greatsword, Full attack: +20/15 (2d6+20 19-20 x2) Force Will save versus being Sickened, another versus becoming Dazed. DC 19 for both. His target is Staggered even on a successful Save. Gains +6 AC for one round when using a Smite. The attack doesn’t autofail on a natural one.
Special Qualities Divine Grace, Divine Health, Mettle, Divine Reflexes, Divine Defense
Saves Fort +17, Ref +13, Will +15
Abilities Str 18, Dex 12, Con 18, Int 10, Wis 10, Cha 22
Skills Irrelevant.
Feats Improved Toughness, Power Attack, Improved Initiative, Iron Will, Lightning Reflexes.
Treasure +2 Belt of Magnificence, +2 Full Plate, +1 Animated Heavy Steel Shield, MW Greatsword.

Spell list: O level-Bless, Cure Minor Wounds, Detect Magic, Guidance, Light, Purify Food and Drink, Read Magic, Resistance, Virtue

1st level-Bless Weapon, Bless Water, Cure Light Wounds, Deafening Clang, Deflect (Lesser), Detect Poison, Detect Undead, Divine Favor, Divine Protection, Endure Elements, Energized Shield (Lesser), Entropic Shield, Golden Barding*, Guiding Light, Lionheart, Magic Weapon, Moment of Clarity, Protection from Evil, Remove Fear, Resist Planar Alignment, Rhino's Rush, Shield of Faith, Silverbeard, Sticky Saddle*, True Strike, Warning Shout

2nd level-Aid, Angelskin, Bear's Endurance, Blade Brothers, Bull's Strength, Cat's Grace, Clear Mind, Crown of Might, Crown of Protection, Crown of Smiting**, Cure Moderate Wounds, Delay Poison, Eagle's Splendor, Energized Shield, Fell the Greatest Foe, Flame of Faith, Heroism, Holy Spurs*, Mark of Doom**, Quick March, Remove Disease, Resist Energy, Second Wind, Shield Other, Strength of Stone, Traveler's Mount* Undetectable Alignment, War Cry, Zeal, Zone of Truth

3rd level-Aid (Mass), Blessing of Bahamut, Cure Serious Wounds, Daylight, Death Ward, Deflect, Diamondsteel, Dispel Magic, Divine Retaliation, Divine Sacrifice***, Grace, Invisibility Purge, Heal Mount*, Holy Mount*, Knight's Move, Magic Circle Against Evil, Magic Vestment, Magic Weapon (Greater), Mantle of Good, Prayer, Protection from Energy, Regal Procession, Righteous Fury, Undead Bane Weapon, Visage of the Deity (Lesser)

Spells per day: 0-3, 1-5, 2-4, 3-1

Class Ability I: Aura of Good (Included in his stats, just remember the debuffs. +2 for him, -2 for all evil characters on saves an attack rolls. Thirty foot radius.)

Class Ability II: Iron Spirit (Doesn’t matter for this fight)

Class Ability III:Detect Evil (As a swift action to identify the appropriate target to smite.)

Class Ability IV: Lay on Hands: 84 pts. (He’ll use this on himself if his HP’s fall to low. )

Class Ability V: Turn Undead (Likely won’t matter.)

Class Ability IV: Battle Blessing

Tactics: Arthur will generally start off combat with a swift action detect evil and a standard action Dispel Magic, unless he has a caster buddy to do so. If he does he’ll use Greater Magic Weapon instead. He’ll finish off turn one by drawing his sword and announcing his presence.

Round two: Charge and Smite the one who has the greatest evil Aura, using a Swift action Rhino’s Rush or True Strike, depending on whether his target is concealed and if he wants to power attack. If he Can’t charge his chose target he’ll instead either cast a Swift action Zeal, move on to a more chargeable target. If he’s already in melee he can cast a swift action True strike or Strength of Stone and Full attack smite and Evil target into the ground.

Round three has enough variables that I can’t suggest anything other than to keep to Melee and make use of his swift action spells and power attack Smites.

If Arthur has time to prebuff before the battle he should already have his sword out and most minute and hour per level buffs up. Maybe a round per level buff as well.

You should adjust his equipment as necessary, and his feats to if you plan to make him recurring. I chose feats that wouldn't make too much of a difference as it's the class features that need testing. Warning: He's rather powerful for a CR 7, as I intended this class to be a powerful tier three. He should save against pretty much everything with his feat selection and class abilities and be totally unaffected.

Thanks for testing him, this is my first real homebrew project.

Admiral Squish
2011-08-29, 08:35 PM
I have a few things I'd like you to try out, if you wouldn't mind.

Guardian (http://www.giantitp.com/forums/showthread.php?t=213266): CR 6
Bastion
Warforged Guardian
Medium Construct [Living Construct]
Hit Dice6d12+24 (63 HP)
Initiative +0
Speed 20 ft
Armour Class 24 (+11 Armor, +3 shield), touch 10, flat-footed 24
Base Attack Bonus/Grapple +6/+9
Attack Warhammer +10 Melee (1d8+4)
Full Attack Warhammer +10/+5 melee (1d8+4)
Space/Reach 5 ft/5 ft
Special Attacks
Special Qualities Adamantine Plating, DR 2/adamantine, Light Fortification, Living Construct Traits
Saves Fort +9, Ref +3, Will +6
Abilities Str 16, Dex 10, Con 18, Int 8, Wis 10, Cha 12
Skills List only relevant skills
Feats Adamantine Plating, Power Attack, Stand Still, Improved Bull Rush
Treasure +1 heavy steel shield, +1 warhammer, Cloak of Resistance +1

Guardian Stance (Ex): A guardian’s most well-known ability is the use of the guardian stance, a technique drilled into every guardian. As a swift action, the guardian may plant themselves in place, becoming an immovable bastion of defense. At it’s most basic level, this stance grants you a bonus equal to your class level (+6) against any attempt to Bull rush, overrun, trip, lift, push, or in any way move you against your will by either magical or physical means, as well as to grapple checks. This effect lasts as long as you remain in place, but ends immediately if you are moved or choose to move.
As you grow in power, however, the stance grants you and nearby allies additional effects.
Stone: While in the stone stance, you become as the earth, an immovable boulder. You grant all allies adjacent to you a +4 bonus to AC, and all enemies within your threatened area take a -4 penalty to attack rolls against your allies. This penalty does not apply to attacks against you. Finally, you gain DR 5/adamantine and a +2 bonus to all saves.

Armored Offense (Ex):A guardian is fully accustomed to fighting in armor, and can turn the heavy bulk of his armor into a deadly offensive weapon. While wearing heavy armor, you may add a bonus equal to your armor’s base armor bonus plus your shield’s base shield bonus to attack and damage rolls on a charge and strength checks made to bull rush an opponent (+3). This bonus cannot exceed ½ your class level (minimum 1)

AC Bonus (Ex): A guardian can maximize the protection provided by his armor. A guardian increases his armor bonus by an amount shown on the table (+2) as long as he is wearing armor. Force effects, such as inertial armor, mage armor, or bracers of armor, do not count for this purpose.

Focused Defense (Ex): A guardian has been trained to maximize their defenses in combat. At 2nd level and above, as a free action once per round, you may designate a single opponent you can see. Against this opponent, you gain a +1 dodge bonus to AC. This bonus lasts until you choose a new opponent. At 8th, 14th, and 19th level, this bonus increases by 1.

Uncanny Dodge (Ex): At 2nd level, a guardian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a guardian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Mettle (Ex): At 3rd level and higher, a guardian can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping guardian does not gain the benefit of mettle.

Fast Healing (Ex): At 3rd level and higher, the guardian is able to push themselves to keep fighting, even in the face of grievous injury. You gain fast healing 1. At 5th, 7th, 9th, 11th, 13th, 15th, 17th, 19th, and 20th level, the fast healing increases by one point. (Fast healing 2)

Bonus Feat: At 4th, 8th, 12th, 16th, and 20th level, you gain a bonus feat from the following list: Active Shield Defense, Agile Shield Fighter, Armor Specialization, Blood-Spiked Charger, Combat Expertise, Combat Reflexes, Cometary Collision, Defensive Sweep, Defensive Throw, Great Fortitude, Greater Powerful Charge, Hold the Line, Improved Bull Rush, Improved Combat Expertise, Improved Grapple, Improved Overrun, Improved Shield Bash, Improved Sunder, Improved Toughness, Improved Trip, Improved Unarmed Strike, Iron Will, Lightning Reflexes, Phalanx Fighting, Power Attack, Powerful Charge, Shield Charge, Shield Slam, Shield Sling, Shield Specialization, Shield Ward, Stand Still, Steadfast Determination.

Impassible: The guardian’s trained to prevent the movement of others. At 4th level and above, while you are in your guardian stance, all enemies treat squares you threaten are as difficult terrain.

Improved Uncanny Dodge (Ex): At 6th level, a guardian can no longer be flanked. This defense denies rogues the ability to use flank attacks to sneak attack the guardian.
The exception to this defense is that a rogue at least four levels higher than the guardian can flank him (and thus sneak attack him).
If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.

Dazing Strike (Ex): At 6th level, a guardian can make a special dazing attack once per encounter. The guardian must declare an attack to be a dazing attack before making the attack. If the attack misses, the use is wasted. If the attack hits, the target must make a fortitude save (DC 16) or be dazed for one round. At 12th and 18th level, you gain an additional use of this ability per encounter.

Tactics:
Bastion will rarely fight unless the PCs are actively threatening his allies. He'll enter guardian stance at the first sign of combat, with as many allies next to/behind him as possible. If the enemies close in on him, he'll keep them occupied while maintaining his guardian stance. If they close in and try to go for his allies, he'll use his dazing strike on the most immediate threat. If they stay back to pelt him/his allies with spells or ranged attacks, he'll charge toward them, targeting the physically weakest with a PAed charge/dazing strike, taking advantage of his Armored Offense bonuses, then plant himself in guardian stance. He'll do his best to keep as many enemies as possible in his threatened area with short movements ending with him landing in his guardian stance and attacking the most immediately threatening. This is to keep them moving slowly due to the difficult terrain and keep the -4 penalty on their attack rolls against his allies.


I'll be back later with more.

eftexar
2011-08-29, 10:45 PM
Alright I have a couple of classes I would like to see tested:

Lunar Scythe (http://www.giantitp.com/forums/showthread.php?t=206552) LV8/CR9
CG Tiefling, Medium Humanoid (Outsider (Native))
Hit Dice 44 (8d8)
Initiative +3
Speed 30 ft
Armour Class 13 (+3 Dex, etc), touch 12, flat-footed 10
Melee/Grapple/Ranged +9(+12)*/+9*/+9*
*this includes ability modifiers and modifications from class abilities, the number listed in parenthesis is with the enchantment bonus
Attacks Scythe (+13, 2d4 piercing or slashing, 20/x4)
Space/Reach 5 ft/5 ft
Special Attacks see class abilities for more
Special Qualities 60ft darkvision, Darkness 1/day (as caster of level), Cold resistance of 5, Electricity resistance of 5, Fire resistance of 5, and see class abilities for more
Saves Fort +2, Ref +2, Will +6
Abilities* Str 15, Dex 16, Con 12, Int 8, Wis 17, Cha 8
*Includes racial modifiers
Battle-Relevant Skills Balance (Dex), Climb (Str), Concentration (Con), Hide (Dex), Jump (Str), and Tumble (Dex)
Feats Combat Reflexes, Chaos Devotion (Complete Champion), Destruction Devotion (Complete Champion), and Weapon Focus Scythe
Equipment/Treasure Scythe w/ Shadow Striking enchantment (tome of magic), Ring of Nullification (tome of magic)*, and Dust of Disappearance (see dms guide)*
*these may be a bit much for loot, but I figure they will be used up in battle

Spellcasting:
You gain the ability to cast lambents. You learn a new lambent at first level, second level, and every 3 levels after. You may not choose a lambent of a higher level than you have access to. The save for these lambents is 13 + 1/2 level + wisdom modifier – lambent level. This save is decreased by 3 during the day and on the night of the new moon, but is increased by 3 on the night of a full moon. The reason for this save is that a higher level spell is harder to cast, which in turn makes it easier to resist, as well as to represent the changing state of the moon.
Lambents are not considered arcane or divine magic. They otherwise interact with other spells normally. A lambent may be affected by any feat or ability that arcane or divine spellcasting can (limited within the parameters of lambents of course). Lambents may still impose spell failure (as if they were arcane spells) and still require concentration checks should the situation arise. Spell resistance never applies to lambents, unless otherwise stated. A lambent always takes a standard action to cast, unless modified by an outside factor.
Instead of spell slots, uses per day, or spell points each of your lambents have a recharge time based on the level of lambents you have access to as follows:
Each of your highest level lambents have a recharge time of 1 hour, your next highest 30 minutes, your third highest 15 minutes, your fourth highest 1 minute, and your fifth highest 2d4 rounds.
Each time you learn a new lambent you may also swap out an older lambent for a lambent of equal or lower level (to that swapped out).

Lambents Known: Placidity (Level 1, DC19*), Lunar Revenance (Level 1, DC19*), Entropic Maw (Level 2, DC18*), and Entropic Touch (Level 2, DC18*)
*DC decreased by 3 during day or new moon, but increased by 3 on the night of a full moon

Class Ability I: Scythe Focus:
Wielding a scythe does not interfere with the somatic components of any lambents you cast.

Class Ability II: Initiate of Selene:
When attacking with a scythe you may substitute your wisdom in place of strength for attack rolls.

Class Ability III: Shadowed Strike:
You may add your wisdom modifier to all damage rolls with a scythe against an opponent you have concealment against.

Class Ability IV: Threatening Edge:
Enemies treat all squares you threaten with a scythe as difficult terrain.

Class Ability V: Moonwalk [Su]:
Once per round as an immediate action you may teleport up to twice your base land speed. This does not end your turn (like dimension door might) and if it was used in response to an attack the attack hits before the teleport.

Class Ability VI: Lunar Miasma [Su]:
Your mere presence drives your foes mad. Whenever you make an aggressive action towards an opponent all opponents, including the one you attacked, within 30ft must make a will save DC 5 + 1/2 level + wisdom modifier or be confused as per the spell for the next 1d4 + 1 rounds. This DC is increased by 10 on the night of a full moon. Additionally any lycanthrope who fails its save is forcefully transformed into its animal form and may not exit that form for 1d4 + 1 rounds.
Any opponent that succeeds on their will save is immune to this effect for the next 24 hours. This ability is a mind-effecting compulsion. Chaotic aligned targets are immune to this ability.
You may suppress or resume this ability as a swift action.

Class Ability VII: Stardust [Su]:
Anytime you use moonwalk you may choose to release a bright flash of light. Anyone, other than yourself, within 5ft must make a reflex save of 10 + 1/2 level + wisdom modifier or be blinded for 1 round. This flash of light takes place before any attack can be made against you.

Tactics:
If the lunar scythe can, she will fight her opponents in complete darkness, using her darkness ability if it isn't present.
The lunar scythe will jump in and out of melee dealing damage with her scythe and fleeing with moon walk. She will avoid using her lambents for as long as possible.
If the lunar scythe finds herself in trouble she will use her lambents and save moonwalk for when she knows a large attack is coming (hoping stardust will work).


Malefic Horrer (http://www.giantitp.com/forums/showthread.php?t=208416) LV6
LE Human, Medium Humanoid
Hit Dice 34 (6d8)
Initiative +1
Speed 50 ft
Armour Class 15 (+1 Dex, +4 armor), touch 11, flat-footed 14
Melee/Grapple/Ranged +6*/+6*/+5*
*this includes ability modifiers
Attacks Longsword (+7, 1d8 slashing, 19/x2)
Space/Reach 5 ft/5 ft
Special Attacks see class abilities
Special Qualities see class abilities
Saves Fort +2, Ref +2, Will +5
Abilities Str 14, Dex 13, Con 12, Int 8, Wis 10, Cha 17
Battle-Relevant Skills Bluff (Cha), Climb (Str) Concentration (Con), Disguise (Cha), Intimidate (Cha), Jump (Str), Listen (Wis) Sense Motive (Wis), and Spot (Wis).
Feats Dodge, Mobility, Spring Attack, and Evasive Reflexes (tome of battle)
Equipment/Treasure Masterwork Longsword, Chain Shirt Armor, and Ring of Freedom of Movement

Class Ability I:Dread Blast [Sp]:
A dread blast is a ray with a range of 60ft + 5ft per 2 malefic horror levels that uses a standard action to cast. It has a spell level equivalent equal to half your malefic horror levels to a maximum of 9th level. The dread blast is not subject to spell resistance and your target must make a will save DC 10 + 1/2 your level + charisma or be shaken. A target who fails by 5 or more is instead frightened and a target who fails by 10 or more is instead panicked. The fear effect lasts for a number of rounds equal to half your dread blast's level plus your charisma modifier.
Multiple uses of dread blast do not stack with each other for the purposes of level of fear, but continue to stack with other fear effects normally. A dread blast is subject to arcane spell failure for anything other than light armor or a buckler.

Class Ability II:Nightmares [Su]:
At each level indicated (see chart) you gain the use of a new nightmare of your choice as long as your qualify for its rank (see parenthesis beside nightmares). A nightmare may not affect your target unless they fail their fear save, but usually has no save of its own.
You may choose from the following nightmares:
Nightmares Known: Absolute Force, Obliterating Power, Arcane Ivy, Dispelling Strike, Reversed Force, and Belligerent Flash.

Class Ability III:Path of Speed
+20ft to your base land speed.
skirmish +1d6 damage (as the scout).

Class Ability IV:Nightmare Blade [Su]:
As a standard action you may deliver a nightmare you know as part of a melee strike. Your melee attack must deal damage for this to function and your target is entitled to a DC 10 + 1/2 level + charisma modifier will save to negate the nightmare.

Class Ability V:Resistance to Fear:
You gain a +4 bonus to any roll to resist a fear effect or a fear-based effect.

Class Ability VI:Fearless:
You become immune to fear effects.

Tactics:
The malefic horror will focus on using his dread blast (with nightmares) and try to keep at a distance as long as possible. Should he be unable to keep away he will fight in melee using his nightmare blade ability until he can do so.

Kenneth
2011-09-04, 04:45 PM
Spekk Gruhl Warblade.
28 pt buy

Spekk
Gruhl Warblade 3
Medium Humanoid
Hit Die 3d8+9 3d12+9 54 HP
Initiative +5
Speed 30 ft
Armour Class 19 (+1 Dex,+2 nat.+2 enhance), touch 11, flat-footed 19
Base Attack Bonus/Grapple +5/+8
Attack +9 DMG(LGS): 3d6+5
Full Attack +9(GSword)/+3(gore)
Space/Reach 5 ft/5 ft
Special Attacks Gore att: +3 DMG:1d8+5
Special Qualities Powerful Build, Scent
Saves Fort +10, Ref +5(+6), Will +4
Abilities Str 16, Dex 12, Con 17, Int 12, Wis 10, Cha 8
Skills Intimidate+9 Surival+13 Jump+8 Spot+8 Listen+8 Martial Lore+8
Feats Endurance, Power Attack, Weapon Focus (Large Greatsword)
Improved Initiative, Martial Study(Crusader Strike)
Treasure
+1 Great Sword, +1 Breastplate, (2)Potion of Cure moderate Wounds
Cloak of Resistance+1
Maneuver list:
Moment of Perfect Mind*
Emerald Razor*
Wall of Blades
Steel Wind
Charging Minotaur*
(Crusader Strike*)

Punishing Stance
Class Ability I:
Battle CLearity: +1 on reflex while not flat footed
Class Ability II:
Uncanny Dodge: retain dex bonus to AC when flat footed
Class Ability III:
Battle Ardor: +1 to critical confirmation

Morph Bark
2011-09-04, 05:00 PM
So during my last session my players ended up meeting up with the goblin mafia and got invited to the local assassin's guild by its leader and his assistant (Ezreal the Indigo Trickster), who managed to sneak into their ship pretty easily, so bonus points on the stealthy side for the Indigo Trickster.

At the assassin's guild they were tested in battle by three of the members, a Barbarian (nick)named (Patchouli) Guy and the Lunar Scythe and Malefic Horror. I thought of including the Warforged Guardian as well, but he'd be rather out of place there, plus the Lunar Scythe got killed by a phantasmal killer spell in the first round (DC 21 or something holy scheissnuggets) and I didn't just want to throw him away too. The Malefic Horror unfortunately failed to use his bull-rushing lambent to get the PC Warmage into an ooze-filled pit and therefore had to suffer a firecube and then some Devoted Spirit to the face.

They will be remembered raised.

jiriku
2011-09-04, 10:02 PM
Morph, are you looking for anything in particular right now?

GuyFawkes
2011-09-05, 02:59 AM
Hope you'd be able to use this class, and any feedback would be much appreciated.

Tasha Gospel
Assault Magic Marksman (http://www.giantitp.com/forums/showthread.php?t=211924) Lvl 9
CG Human, Medium Humanoid
Hit Dice (9d8+18) 58
Initiative +10
Speed 30 ft
Armour Class 20 (+4 Dex, +5 AC bonus), touch 19, flat-footed 16
BAB/Grapple +9/+9
Attack +1 Pistol +14(1d10+5, x3) (or whatever stats for pistols your campaign uses)
Full Attack +1 Pistol +14/+9(1d10+5, x3) and +1 Pistol +14/+9(1d10+5, x3) (or whatever stats for pistols your campaign uses)
Space/Reach 5 ft/5 ft
Special Attacks see class abilities for more
Special Qualities see class abilities for more
Saves Fort +5, Ref +10, Will +9
Abilities Str 8, Dex 18, Con 14, Int 8, Wis 16, Cha 8
Skills Balance +11, Intimidate +6, Hide +11, Move Silently +11, Spot +10, Tumble +11, Use Magic Device +6
Feats Combat Reflexes, Two-Weapon Fighting, Point-Blank Shot, Rapid Shot, Precise Shot, Improved Initiative
Equipment/Treasure +1 Pistols x2, Dagger x2



Mana Pool : Store mana points equal to his twice his class level plus his Wisdom modifier [(2 x class level) + Wis mod]. Regain expended mana points at a rate of one point per round.

AC Bonus: Add Wisdom modifier as a bonus to AC.

Mana Gun: Shoot mana bullets from firearms instead of bullets. At fifth level, mana shots are considered magical for purposes of overcoming damage reduction.

Marksman: Add his Dexterity modifier to damage rolls when using firearms. He may also specialize in one of the following fighting styles:

Assault:Gains the Two-Weapon Fighting and add half Dexterity modifier to off-hand weapon damage rolls.

Precision: Add your Dexterity bonus to damage for ranged attacks. This ability stacks with the bonus from the Marksman ability. Gains the Far Shot. These benefits only apply when using a single firearm.

Command: Gain Supporter ability at 1st level instead of 4th. Supporter can be of any PHB class, casters only gain up to 7th level spells.

Dimensional Gallery: All weapons designated as mana guns can be stored in the Dimensional Gallery, an extradimensional space, and can be stored and retrieved from it as a free action.

Reflex Shooting: Gain a +1 bonus to initiative, and an additional +1 every four levels after.

Mana Manipulation: At third level, the magic marksman gains enough knowledge in mana to be able to manipulate and use it, allowing him to perform incredible feats in combat. He learns the mana manipulation techniques listed below.

There are two types of mana manipulation techniques: active(A) and expended(X). Expended techniques are one-time use techniques. In order to use it again, you have to expend mana points equal to the cost of the technique. Expended techniques can only be used once per round. Active techniques are techniques that persist until the end of the encounter unless otherwise noted. You must have at least one mana point to keep active techniques activated. A magic marksman can have a maximum number of active mana manipulation techniques equal to his Wisdom modifier. This can be any combination of techniques from any level. He can execute as many expended techniques as is allowed by his mana pool.

Third level techniques are initiated as a move action at third level, swift action at ninth, and free action at fifteenth, unless noted otherwise. Ninth level techniques are initiated as a move action at ninth level and swift action at fifteenth, and fifteenth level techniques are initiated as a move action, unless noted otherwise.

Supporter: At fourth level, the marksman gains the ability to create his supporter. By spending an entire day a sentient puppet that aids him in battle. By spending a whole day and 2,000 gp worth of materials and components, the magic marksman can create his supporter.

The supporter acts as a level one warforged fighter, gaining the abilities of both a warforged and a fighter, except that its size category is Small instead of Medium. For determining its ability scores, use the same method used for generating the marksman’s ability scores. The supporter requires the marksman to allot two mana points for it to operate. The supporter also gains levels at the same time as the marksman, and the allotted mana points required to operate it increases by one point per two levels it gains.

The supporter cannot equip items other than weapons and shields, but it can benefit from armor enchantments like any warforged and other magical effects, as well as effects from the magic marksman’s mana manipulation techniques. The supporter can also be stored in the Dimension Gallery when not in use, and retrieving it and powering it up is a free action and a standard action respectively. When a supporter reaches 0 HP, it automatically returns to the marksman’s Dimensional Gallery and can only be used again after the marksman has taken an 8 hour rest.

Uncanny Dodge

Mana Adjustment: By allotting mana points to his guns, he can add damage to his shots. For every point allotted, the marksman gains a +1 bonus to damage rolls for one-handed firearms and +2 for two-handed firearms. At level five, the maximum allowable points that can be allotted to his guns is two. At level ten, the maximum is equal to his Wisdom modifier.

Advanced Marksman: Gain the Evasion ability, as well as other benefits depending on his chosen style.

Assault: Whenever making ranged attacks with his mana guns, you do not provoke attack of opportunities. You also threaten an area thirty feet in radius. In addition, he gains one of the techniques below.

Precision: Gain the Sharpshooting ability. In addition, he gains one of the techniques below.

Command: Gain the ability to allot more mana points to his supporter to a maximum equal to his Wisdom modifier. In addition, he gains one of the techniques below.

Mana Surge: Gains additional one point of mana per round. This increases to two bonus mana points per round at level twelve, and three bonus mana points per round at level eighteen.

Battle Field: As a swift action, he can designate a thirty-foot radius space where the marksman can control his mana bullets to move in any direction as he pleases. This space is can be centered anywhere inside the markman's gun's range. This technique uses up five mana points and lasts for a number of rounds equal to his Wisdom modifier or until dismissed. Any enemy inside this space loses their Dexterity bonus to AC from attacks made by the marksman. The magic marksman also gains blindsense against any enemy inside his Battle Field.

Improved Uncanny Dodge


Mana Manipulation Techniques:
Third Level Techniques

Bullet Shaper (A): By spending one mana point, you can alter the shape of your mana bullets to deal slashing, piercing, or bludgeoning damage for purposes of overcoming damage reduction. Switching from one type to another costs one mana point. Switching back to piercing damage is considered terminating the effect of this technique.

Burst of Speed (X): You focus your mana onto your feet, allowing you to move at insane speeds. By spending two mana points, you can move up to your speed.

Float (X): By spending one mana point, you can reduce your fall speed, as the feather fall spell. This is an immediate action.

Mana Armor (A): You surround yourself with mana that blocks incoming damage. By spending one mana point, you gain +4 armor bonus to AC.

Mana Radar (X): By spending two mana points, you can expand your mana to a sixty foot radius and you are able to detect and pinpoint the location of any creature within this area in that round, even those with invisibility. You are unable to know if the invisible creature moves after using this technique unless you have other ways of detecting invisible creatures.

Phantom (A): By spending two mana points, you create a thin layer of mana around you that refracts light, shifting your image as seen by other observers. This grants you concealment (20% miss chance). A see invisibility spell does not counteract the blur effect, but a true seeing spell does. At ninth level, you can expend five mana points to gain the effect of displacement (50% miss chance), and at fifteenth level, he can expend ten mana points to gain true concealment (20% miss chance) which cannot be foiled by the true seeing spell. You can select which one to activate.

Flashbang (X): As a standard action, you can target any square within your range. All enemies within a thirty-foot radius of the target point must make a Fortitude save against a DC of 10 + ½ class level + Wisdom modifier or be blinded for one round.


Ninth Level Techniques

Unstoppable (A): You channel your mana to surround your entire body, creating a layer that cancels out any effect that impedes movement, magic or otherwise. By spending five mana points, you gain freedom of movement.

Elemental Bullets (A): You can set your mana shots to a particular energy type. By expending four mana points, you can imbue your shots with any energy type. Changing from one energy type to another costs four mana points, as well as returning the bullet’s property to neutral.

Body Relocation (X): You manipulate the space around you, bending it to your will, allowing you to instantly move from one point in space to another. By spending five mana points, you can relocate to any point you can see, as the Dimension Door spell.

Flight (A): You use your mana to negate the effects of gravity around you. By spending five mana points, you gain the ability to fly, as the fly spell, except you fly at a speed equivalent to your land speed and with an average maneuverability. At fifteenth level, you can pay double the cost to fly at twice your movement speed and with perfect maneuverability.

Refresh (X): When inflicted by any status effect, you can use your mana to cleanse your body of these effects. By spending four mana points, you remove all negative effects inflicted on you. You cannot use this technique when under effects that inhibit you from doing any action, such as when under charm effects.

Vanish (A): By expending ten mana points, you vanish from sight. This effect does not end even when attacking as per effect of greater invisibility spell.

Scatter Shot: By spending five mana points, the marksman can shoot a blast that hits all enemies within a thirty-foot radius, with the center anywhere within your gun’s range. You make separate attack rolls for all enemies within the area.

Stunning Shot (X): By spending five mana points, all ranged attacks made by your mana gun in that round have a chance to stun the enemy when they hit. The enemy must make a Fortitude save with a DC equal to 10 + ½ class level + Dexterity modifier or be stunned for one round.

Marksman Techniques:
Advanced Marksman Techniques

Speed Shot: Once per encounter plus one per five levels after level six, as a swift action, when the marksman attacks with a full attack, he can use this ability to add one additional attack, but all shots take a -2 penalty to attack. This bonus attack stacks with extra attacks granted by Rapid Shot, haste, and other similar abilities.

Agility: Once per encounter plus one per five levels after level six, as a swift action, when the marksman activates this ability, he is not subject to attacks of opportunity caused by movement for the remainder of his turn. This may be initiated in the middle of a move.

Flanking Shot: Once per encounter plus one per five levels after level six, a magic marksman can designate one attack he makes as a flanking shot. When the attack hits, the opponent is considered flanked for the rest of the marksman’s turn.

True Shot: Once per encounter plus one per five levels after level six, as a standard action, a magic marksman can make a single ranged attack. This attack is made at his highest attack bonus, and the attack receives a +20 insight bonus to hit. If this attack hits, he deals an additional 4d6 points of damage.

Bullet Parry: Once per encounter plus one per five levels after level six, as an immediate action, whenever an opponent makes an attack with a ranged or thrown weapon against you or an ally within 30 ft. of you, after they make their attack roll, you may use this technique to make a single attack roll with your mana guns. The target of the attack may use the higher of his AC or your attack roll as his effective AC against his attack.


Tactics:
If the marksman is able to gain a surprise round, he will use this to buff himself up with techniques such as mana armor, phantom, and vanish. If not, he may use the first round maneuver to cast at least one technique and then attack. If he has trouble hitting, he may use his battle field ability and then pour down his marksman techniques. If he has mana to spare, he can use mana adjustment to up his damage output or use other mana manipulation techniques such as stunning shots or flashbang.

For the supporter, you can use it to harass the marksman's opponents and to provide flanking for allies.

molten_dragon
2011-09-05, 07:07 AM
This is an awesome idea morph. I'd love to see a couple of my projects tested. Links for both of my projects are in my signature.

First off is the Hunter, a ranged martial adept and somewhat similar to ranger. Stats for a level 9 NPC hunter are below


Lurien
Male Elf
Level 9 Hunter
Medium Humanoid
Hit Dice 9d8+9 (53 HP)
Initiative +6
Speed 30 ft
Armour Class 21 (+6 Dex, +5 armor), touch 16, flat-footed 15
Base Attack Bonus/Grapple +9/+10
Attack Longbow +16 ranged (1d8+1) or dagger +10 melee (1d4+1)
Full Attack Longbow +16/+11 ranged (1d8+1) or dagger +10/+5 melee (1d4+1)
Space/Reach 5 ft/5 ft
Special Attacks Maneuvers, Beast mind 2/day (skills, feat, senses, +2 on ability score)
Special Qualities Immunity to sleep, low-light vision
Saves Fort +7, Ref +12, Will +6
Abilities Str 12, Dex 22, Con 12, Int 12, Wis 12, Cha 10
Skills Escape artist +18, Hide +18, Listen +15, Move silently +18, Spot +15, Survival +13, Tumble +18
Feats Point blank shot, precise shot, improved precise shot, iron will, defensive archery, Track
Treasure +1 mithril chain shirt, +1 mighty composite longbow (+1), +2 gloves of dexterity, anklet of translocation, 8x +1 flaming arrows, 20 silver arrows, 10 adamantine arrows, 20 cold iron arrows, 40 arrows, dagger

Maneuvers Known: Eagle Eye, Longshot, Eagle Strike, Heavy Impact*, Sniper Shot*, Improved Eagle Strike*, Arm shot*, Greater stinging strike*, Penetrating shot*

Stances Known: Sniper's stance, Rushing tumble

Beast Mind: In order to better stalk and kill his prey, a hunter can enter a focused mental state where he emulates the abilities of the most effective hunters from the animal kingdom. This is usable once per day at 2nd level and one additional time per day for each 4 levels after that. Each time the hunter enters a state of Beast Mind, he may choose a different animal to emulate. A state of beast mind lasts for a number of rounds equal to 5+ the hunter’s wisdom bonus.

At 2nd level, Beast Mind grants the hunter an inspiration bonus to 2 skills equal to half his hunter level (rounded down) and the use of a single feat (regardless of whether he meets the prerequisites). At 4 level, Beast Mind grants the hunter increased senses. At 8th level, Beast Mind grants the hunter a +2 inspiration bonus to a particular ability score. This bonus increases to +4 at 12th level, and +6 at 16th level. The particular bonuses granted vary based on what animal the hunter seeks to emulate, as shown below.
{table]Animal|Skills|Feat|Senses|Ability Score
Wolf|Survival and Tumble|Improved Trip|Scent|Constitution
Leopard|Jump and Move Silently|Spring Attack / Shot on the Run1|Darkvision2|Dexterity
Bear|Balance and Intimidate |Improved Grapple|Scent|Strength
Bat|Listen and Spot|Blind Fight|Blindsense 30 ft.|Dexterity
Wolverine|Climb and Escape Artist|Diehard|Tremorsense|Strength
Crocodile|Hide and Swim|Great Cleave|Scent|Constitution[/table]
1. The hunter can act as if he has Spring Attack if he is making melee attacks, and can act as if he has Shot on the Run when making ranged attacks.
2. If the hunter already has darkvision, add another 60 feet to the range.

Tactics: Lurien prefers to attack foes who are unaware of his presence, firing from foes when he is hidden, and as far away as terrain allows. He generally starts combat in his sniper's stance and uses a powerful maneuver such as improved eagle strike or arm shot, possibly coupled with penetrating shot (if he can line it up properly) during the surprise round. The next round, he enters beast mind (generally bat) and uses sniper shot to duck back out of his enemies' sight. The 2nd round of combat, he makes a single ranged attack and renews maneuvers, followed by using sniper shot again in the 3rd round. He attempts to remain out of melee combat for as long as possible, but if it does come to that, he will generally switch to rushing tumble stance and use defensive archery to mitigate the worst effects of using his bow in melee.



The other is a bit different. I'm trying to expand on the list of creatures which can be summoned with the summon nature's ally spells, since they don't get much love in RAW. I don't have an NPC for this one, but if you happen to use anything which can cast SNA, and would like to try the expanded list, I'd love to hear what you think.

Admiral Squish
2011-09-05, 02:26 PM
Aww, Bastion didn't get used...

But still, hopefully in the next batch. In the meantime, I have some more idea for you to use. Is CR 6 still the go-to level?

eftexar
2011-09-05, 04:17 PM
Hmm... Sounds like it was an interesting fight. I'm curious though, how did somebody get a DC 21 ability already? Anyways I guess you didn't get to see much the mechanics of the lunar scythe in action, but thoughts malefic horror's so far?

Morph Bark
2011-09-05, 04:48 PM
Morph, are you looking for anything in particular right now?

I wasn't until the last encounter. I think what I am mostly looking for right now is a perfect counter-party to mine. Or rather, some of the characters that are starting to overshadow the rest.

The party now includes an undead warmage/binder who favours binding Malphas for invisibility and sneak attack. He has Arcane Thesis on his fireballs, which I am considering on asking him to perhaps replace with a different feat if he overshadows the others too much in combat. However, the other party members are either just moderately competent damage-dealers (the ranged Scout and spiked chain Swordsage) or focus on debuffs (the Beguiler and Dread Necromancer), so those members are more melee-oriented (or debuffing to help the melee). Since I gave the Warmage a kind of Energy Substitution ability for his spells only (due to all the "underpowered Warmage blargh" I've heard and figured it'd put him up to snuff with psionic characters), that means I might need something against that. Perhaps any classes that deal Charisma damage and/or have high energy resistances?

The other newcomer is a Warforged Crusader with Adamantine Body. He's probably more easily overcome though and not as much of a problem right now, but someone with Devoted Spirit maneuvers have been standard fare for the last few campaigns.

Someone who can boost Fort saves and Reflex saves would be very great as well, partially due to the Dread Necromancer's high Charisma (24 or such).


This is an awesome idea morph.

Thanks! :smallbiggrin:

And in combination with the Magic Marksman, those will make for a good ranged duo.


In the meantime, I have some more idea for you to use. Is CR 6 still the go-to level?

One of them, yes. If you or others can provide several (3+, including Bastion that makes for at least 2 more) of that level it makes for a balanced encounter. :smallsmile:


Hmm... Sounds like it was an interesting fight. I'm curious though, how did somebody get a DC 21 ability already? Anyways I guess you didn't get to see much the mechanics of the lunar scythe in action, but thoughts malefic horror's so far?

The Dread Necromancer Kobold has a Charisma of 24 and Phantasmal Killer is a level 4 spell, so the save would be DC 21.

I might have misremembered and that it was the Beguiler Gnome instead, who has a lower Charisma, but then the save was DC 19 and I rolled rather poorly that night, so he rolled neither his necessary natural 13 Will nor 17 Fort.

The Malefic Horror did fine enough, but his problem was that the fight started in close quarters, so I'll have to re-use him in a fight with more distance.


Btw, close combat fighters and sneaky assassins that can evade Mindsight somehow (does Darkstalker do that? idk) would most likely be dangerous to anyone but the Crusader. So to summarize as Jiriku kindly asked, I'd love to see:
A (prestige) class that can buff himself or others very well, especially AC, Fort save and Ref save-wise.
A (prestige) class that can lock others down in melee
A (prestige) class that can bestow special conditions (like sickened, shaken, fatigued, etc).
A (prestige) class that can get energy immunities or deal Charisma damage.
A (prestige) class that focuses on fighting undead.
A healer (prestige) class to make sure the above class characters don't die too fast.

Preferably these would be of level 7, just a tish below my party's current level, but it would not make the fight too hard for them, at least if they are all present. Classes that combine two or more of the above are perfectly fine too of course.

jiriku
2011-09-05, 07:39 PM
This opponent (well, group of opponents really) uses the remixed fighter in my sig with the Commanding Fighting Style ACF. It also uses a number of new feats that you'll find in the same post that details the Commanding Fighting Style. He can buff either his party's AC or saves (the default stats are buffing saves), and is fairly effective at lockdown, especially when using Art of War to improve his trips and bull rushes and Supporting Strike to Kick Them While They're Down. Additionally, his social skills are strong enough to seriously challenge a socially oriented PC in a roleplaying encounter. His stats assume a 32 point buy. His feat choices are only modestly optimized, and you could probably make him a little more tricky if you wanted to by juggling them around.

His fiendish wolves benefit from his auras, are trained to seek flanking opportunities, and make hella trip attacks. The wolves also move fast enough to get stuck in among the PCs right away, which should protect them from getting wiped with a fireball.

Captain Elrham Wolfhame and 3 fiendish wolves - EL7:

Captain Elrham Wolfhame CR 6
N Medium humanoid (human) fighter 6
Init +1; Senses Listen -1, Spot -1
Auras

Resilient Troops +2, 60 ft radius
Art of war +4, 60 ft radius

DEFENSE
AC 20, touch 11, flat-footed 19 (+1 Dex, +9 armor)
Hp 56 (6d12+12)
Fort +11, Ref +9, Will +10
Special Defenses combat aura, commanding aura

OFFENSE
Speed 20 ft
Melee guisarme +8/+3 (2d4+5/x3) or shortsword +8/+3 (1d6+3/19-20)
Melee Improved Dungeon Crasher Bull Rush +11 (8d6+9)
Ranged mighty composite longbow +8/+3 (1d8+3/x3) (110 ft range increment; 10 increments)
Space 5 ft; Reach 5 ft (10 ft with guisarme)
Special Attacks bull rush (see above), trip +7
Combat Auras Known

Motivate care: +2 circumstance bonus to AC
Resilient troops: +2 circumstance bonus to all saving throws
Commanding Auras Known

Art of War: +4 circumstance bonus to bull rush, disarm, sunder, and trip attempts
Master of Opportunity: +4 circumstance bonus to Armor Class against attacks of opportunity.
Master of Tactics: +4 circumstance bonus on damage rolls when flanking.

STATISTICS
Str 14, Dex 12, Con 14, Int 10, Wis 8, Cha 18
Base Atk +6; Grp +9
Skills Bluff +15, Diplomacy +19, Heal +3, Intimidate +15, Sense Motive +10
Key Skills Bluff, Diplomacy, Sense Motive
Feats Extra Key Skill (Bluff), Improved Dungeon Crasher, Iron Will, Lightning Reflexes
Commanding Style Feats Commanding Aura, Grant Move Action, Supporting Strike
Fighter Bonus Feats Dungeon Crasher, Improved Bull Rush, Lead From the Front, Power Attack
Equipment full plate +1, guisarme +1, ring of resistance +2, healing belt
Special Qualities Commanding Fighting Style, Exceptional Strength, Martial Aptitude

SPECIAL ABILITIES
Exceptional Strength (Ex): adds +50% of Strength bonus to damage rolls, grapple checks, Strength checks, and Strength-based skill checks.
Grant Move Action (Ex): Standard: allies within 30 feet take an immediate move action. 1/day.
Improved Dungeon Crasher (Ex): You gain +4 competence bonus on saves and AC vs traps. You gain +10 on Strength checks to break a door, wall, or similar obstacle.
In addition, during a bull rush, if you force an opponent to move into a solid object, your momentum crushes him against it, dealing 8d6+9 bludgeoning damage.
Lead From the Front (Ex): Tactical feat, offers different benefit in place of standard Aid Another benefit.
Get up, soldier: Ally stands from prone without provoking an attack of opportunity.
Kick them while they're down: For next turn, enemy struck needs full-round action to stand up.
Move it, soldier: Ally you're aiding takes free 5-foot step.
Hold it right there: For next turn, enemy struck cannot take 5-foot steps.
Martial Aptitude (Ex): May retrain fighter bonus feats with 1 hour of practice.
Supporting Strike (Ex): Make a free Aid Another check on a successful melee hit. 1/round.

3 Fiendish Wolves CR 1 each
N Medium magical beast (extraplanar)
Init +2; Senses darkvision 60 ft, low-light vision, scent, Listen +3, Spot +3
Auras

Resilient Troops +2, 60 ft radius
Art of war +4, 60 ft radius

DEFENSE
AC 14, touch 12, flat-footed 14 (+2 Dex, +2 natural)
Hp 13 (2d8+4)
Fort +7, Ref +7, Will +3
Special Defenses resist cold 5, resist fire 5, spell resistance 7

OFFENSE
Speed 50 ft
Melee bite +3 (1d6+1)
Special Attacks Smite Good (+2 dmg) 1/day, Trip +5

STATISTICS
Str 13, Dex 15, Con 15, Int 3, Wis 12, Cha 6
Base Atk +1; Grp +2
Skills Jump +10, Listen +5, Spot +5, Swim +3, Survival +1 (+5)
Racial Skill Modifiers Survival +4 when tracking by scent
Feats Track (B), Weapon Focus (bite)

unosarta
2011-09-05, 08:02 PM
What is the terrain of your setting like? I have some monsters, if you want to use them, but they are largely dependent upon the terrain of the party. For instance, you could have some really interesting encounters with Fey via the Barksinger and Everflowere (http://www.giantitp.com/forums/showthread.php?t=168124) and some Variant Dryads (http://www.giantitp.com/forums/showpost.php?p=10519271&postcount=2) (would probably need quite a few of the Dryads to Challenge the party, but one of each variety could be interesting, encounter wise).

However, if the characters are in more of a frozen climate, something more like the (what's with all of the dryads I have made at this level range? It's kind of unnerving) might be better.

Also, what is the theme of your campaign like? It would be rather awkward to be suggesting Dryads and such when you campaign is set mostly on the water, which it is. Thus, the [url=http://www.giantitp.com/forums/showpost.php?p=10519280&postcount=3]Water (]Dryad of the Sanguine Holly[/url) or Sea Nymphs (http://www.giantitp.com/forums/showpost.php?p=10519296&postcount=5) make more sense, or the Tchidda (http://www.giantitp.com/forums/showpost.php?p=10951960&postcount=3), if they come ashore in a gambling house, seeing as the party is most likely pirates.

Of course, if you are looking for classes only, that is a different thing entirely, and also, in my opinion, not as easily testable. But anyway. If you are using monsters, feel free to use those, and if you want me to, I could probably format them into encounter basis.

I will see if I have any PrCs or base classes that could be used.

Ziegander
2011-09-05, 08:17 PM
I just wanted to ask, since it looked like you used the Swordsaint (http://www.giantitp.com/forums/showthread.php?t=181566) in a single encounter, how did it go? From reading it, it seems like the Swordsaint really didn't contribute much to that encounter, but I'd still like to hear your thoughts.

Lord Ruby34
2011-09-05, 09:12 PM
e
A (prestige) class that can buff himself or others very well, especially AC, Fort save and Ref save-wise.
A (prestige) class that can lock others down in melee
A (prestige) class that can bestow special conditions (like sickened, shaken, fatigued, etc).
A (prestige) class that can get energy immunities or deal Charisma damage.
A (prestige) class that focuses on fighting undead.
A healer (prestige) class to make sure the above class characters don't die too fast.

Preferably these would be of level 7, just a tish below my party's current level, but it would not make the fight too hard for them, at least if they are all present. Classes that combine two or more of the above are perfectly fine too of course.

I bolded the ones my Paladin fix does well, italicized those that it can do competently, and underlined something that it could do with the proper feat selection. I already have it up on this page. Of course a Paladin isn't always appropriate.

unosarta
2011-09-05, 10:04 PM
Talking about healers, the Protector of the Hidden Gate (http://www.giantitp.com/forums/showpost.php?p=10045148&postcount=23) prestige class is a Psionic healer/negative energy user, which specializes in using the Energy Powers that allow for energy substitution to Substitute for both Positive and Negative energy. The system it uses is based on alignment, and is kind of complicated (I.E. you have to choose whether or not to use Positive energy, which heals Good creatures and harms Evil creatures, or Negative energy, which harms Good creatures and heals Evil creatures; of course, the harm is Negative energy, and the heal is positive energy so it can get kind of complicated when you introduce undead), but it would also make combats interesting, and the number of Energy powers is quite large, and should be able to sustain the character. I will work on making an NPC tomorrow.

So, it turns out I was able to do it tonight. :smallsmile:

Ohrim Sohnn (EL 8)
Ohrim Sohnn
Human Psion (Egoist) 5/Protector of the Hidden Gate 2
Medium Humanoid
Hit Dice 5d4+2d6+16 (41 HP)
Initiative +7
Speed 30 ft
Armour Class 14 (+3 Dex, +1 Natural Armor), touch 13, flat-footed 11
Base Attack Bonus/Grapple +4/+3
Space/Reach 5 ft/5 ft
Special Attacks Psionics
Special Qualities Gate to the Heart, Light and Shadow
Saves Fort +3, Ref +4, Will +7
Abilities Str 8, Dex 16, Con 14, Int 22, Wis 10, Cha 8
Skills Heal +11
Feats Self Sufficient, Mind Over Body, Improved Initiative, Empower Power
Treasure Amulets of Natural Armor +1, Headband of Intellect +2, Handy Haversack

Powers Known: 1st-- Energy Ray, Inertial Armor, My Light, Telempathic Projection, and Vigor.
2nd-- Energy Stun, Energy Push, Specified Energy Adaption, and Biofeedback.
3rd-- Energy Burst, Energy Bolt, Energy Wall and Body Adjustment.
4th-- Psionic Dimension Door, and Energy Adaption.

Power Points: 67 Power Points per day.

Gate to the Heart (Su): Whenever Ohrim heals himself with his Body Adjustment power, he may choose to also heal a friendly ally within 30 feet for the same amount. This is not positive or negative energy, and does not harm undead.

Light and Shadow: For any power that deals damage and allows Ohrim to choose the type of damage (E.G. Fire, Cold, Electricity, Sonic, etc.), he may choose to deal Positive Energy or Negative Energy instead. Positive energy heals those who are of the good alignment, and deals negative energy to those who are of the evil alignment. Negative energy deals negative energy to those who are of the good alignment, and heals those who are evil. The healing from this effect is positive energy, and does harm undead, and the negative energy heals undead. Neutral creatures affected by Ohrim’s energy line of powers’ must be designated as allies or enemies by Ohrim. Allies are treated as good for the purposes of this ability, and enemies are considered evil.

Strategy
Ohrim’s main strategy is basically going all out. He will heal his allies when they require healing, but otherwise he is free to blast opponents with Fire, Cold, Electricity, Acid, Sonic or Negative energy damage. Most of the time, these objective will go hand in hand, if the opposing forces are all of the same alignment, and the group that Ohrim fights with are of the same alignment. If they are not, he will use the single targeting powers to heal and harm more accurately, lest face the wrath of his allies. He is able to face damage better than most healers, thanks to the dual effectiveness of the Body Adjustment power, healing both himself and an ally within 30 feet. Because his defences are rather poor, compared to those of others, he utilizes Inertial Armor and Psionic Dimension Door fairly extensively (although he is wary of the last, since it consumes quite a few Power Points.

Garryl
2011-09-05, 10:33 PM
A (prestige) class that can buff himself or others very well, especially AC, Fort save and Ref save-wise.
A (prestige) class that can bestow special conditions (like sickened, shaken, fatigued, etc).
A healer (prestige) class to make sure the above class characters don't die too fast.

Preferably these would be of level 7, just a tish below my party's current level, but it would not make the fight too hard for them, at least if they are all present. Classes that combine two or more of the above are perfectly fine too of course.


Medic and related feats (http://brilliantgameologists.com/boards/index.php?topic=12170). Obviously not meant to be fought alone.
The Medic class has a wide variety of healing and buff spells, along with a few debuffs, such as Slow, Ray of Exhaustion, and Hold Person. Medics are spontaneous, Wisdom-based arcane spellcasters who know their entire spell list (similar to Beguilers, Dread Necromancers, and Warmages), so they can pull up whatever spell is best for the current situation. Battlefield Treatments supplement the spell list, granting other, useful effects similar to Bardic Music. Between spontaneous casting and the Restorative Treatment feat, most debuffs and conditions should be easily removed. Haste, Prayer, and Rage are some of the few offensive buffs a Medic can cast. Slow, Ray of Exhaustion, Ray of Enfeeblement, Hold Person, and Deep Slumber are effective debuffing spells. Other useful spells include the stat booster line, Protection from and Magic Circle against alignment, Heroism, Shield of Faith, and Resist and Protection from Energy.

Human Medic 7
Ability Scores: 8/13/14/12/16/10

49 hp
AC 20, Touch 11, Flat 19
+5 Fort, +7 Reflex, +9 Will
+6 ranged attack bonus with rays and other ranged spells
+4 melee attack bonus with melee attacks and touch spells

Spellcasting: CL 7th, Save DC 13 + level
0th - 6/day
1st - 7/day
2nd - 7/day
3rd - 5/day

Class Features:
Armored Mage (no ASF in medium armor and shield)
Healing Hands (healing spells heal 3 + 2x spell level additional hp)
Remote Healer (healing spells have 30 ft. range)
Universal Healer (use healing and battlefield treatments on just about anything)
Battlefield Treatment 11/day
- Anesthetize (3 targets)
- First Aid 2 (2 targets, fast healing 2, 13 hp healed at end)
- Innoculate (Heal check replaces saves vs. poison and disease)
- Stimulant (1 target, +2 skill checks, +1 saves, +5' movement)
- Psychiatry (Heal check replaces saves vs. charm and compulsion)
Advanced Learning
- Ray of Enfeeblement

Feats:
B-Battlefield Triage (expend an extra use of battlefield treatment when casting a spell to maintain the treatment)
1-Extra Treatment
3-Restorative Treatment (expend a battlefield treatment for lesser restoration as an SLA, or 2 uses for restoration)
6-Improved Healing Hands

Skills:
Concentration +12 (10)
Spellcraft +11 (10)
Knowledge (nature) +11 (10)
Heal +13 (10)
Listen +13 (10)
Spot +13 (10)

Equipment (7200g)
1350g +1 breastplate
1150g +1 heavy shield
1000g Cloak of Resistance +1
3000g Lesser Rod of Extend Spell
-- light crossbow
-- morningstar
700g ???

Spell List:
0th (15) - Create Water, Cure Minor Wounds, Daze, Deathwatch, Delay Disease (SpC), Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Touch of Fatigue, Virtue

1st (18) - Bless, Command, Cure Light Wounds, Daze Monster, Delay Poison, Endure Elements, Goodberry, Healthful Rest (SpC), Lesser Restoration, Lesser Vigor (CD), Obscuring Mist, Protection from Chaos/Evil/Good/Law, Remove Fear, Remove Paralysis, Sanctuary, Shield of Faith, Sleep, Stabilize (SpC), Ray of Enfeeblement (advanced learning)

2nd (27) - Aid, Barkskin, Bear's Endurance, Bull's Strength, Calm Emotions, Cat's Grace, Close Wounds (SpC), Consecrate, Cure Moderate Wounds, Death Knell, Deep Slumber, Eagle's Splendor, Fog Cloud, Fox's Cunning, Gentle Repose, Ghoul Touch, Heroism, Hold Person, Hydrate (Sa), Make Whole, Owl's Wisdom, Rage, Remove Blindness/Deafness, Remove Disease, Resist Energy, Shield Other, Status

3rd (21) - Blindness/Deafness, Cauterizing Flame*, Contagion, Create Food and Water, Cure Serious Wounds, Dispel Magic, Haste, Helping Hand, Insignia of Healing (RoD), Magic Circle Against Chaos/Evil/Good/Law, Magic Vestment, Mass Lesser Vigor (CD), Neutralize Poison, Prayer, Protection from Energy, Ray of Exhaustion, Remove Curse, Restoration, Slow, Vigor (CD), Water Breathing

*New spell (http://brilliantgameologists.com/boards/index.php?topic=12170).

Hadrian_Emrys
2011-09-06, 03:50 AM
A (prestige) class that can buff himself or others very well, especially AC, Fort save and Ref save-wise.
A (prestige) class that can lock others down in melee
A (prestige) class that can bestow special conditions (like sickened, shaken, fatigued, etc).
A (prestige) class that can get energy immunities or deal Charisma damage.
A (prestige) class that focuses on fighting undead.
A healer (prestige) class to make sure the above class characters don't die too fast.


Preferably these would be of level 7, just a tish below my party's current level, but it would not make the fight too hard for them, at least if they are all present. Classes that combine two or more of the above are perfectly fine too of course.


I have the answer to all of your problems, with a full level progression from 1-9. His tactics are not to kill, but to buff allies, debuff enemies, heal, and generally make the players' lives as frustrating as possible (as only an Unseely Fey can). Typically, he'd want to meet up with them first, help them out, and get them to trust him. His goal would be to learn as much about them all as possible, in advance, even while covertly messing with them with Still-Silent cantrips or orisons whenever the chance for a cheap laugh presents itself. If this grief-inspiring little troll is made the leader of the anti-party, he has the social potency, psychological profile, cultural profile, and the personal potential to (rolls willing) fill whatever role said anti-party needs (though being reduced to healer/anti-caster seems to be the twin roles he'd do the most good in).

“Troll Face”, Level 9 Gruwaar Wild Mage (http://www.giantitp.com/forums/showthread.php?t=214328)
http://i436.photobucket.com/albums/qq89/joannagoren_6/werecat.jpg
CN Small Fey

Attributes: 30 pts
Strength: 10-2= 08 (-1)
Dexterity: 10+2=12 (+1)
Constitution: 12-2=10 (+0)
Intelligence: 10+0=10 (+0)
Wisdom: 12-2+10 (+0)
Charisma: 18+4=26 (+8) (both level bumps in Cha, +4 from Cloak)

HP: 9d4(29 typical)
AC: 10 + 2 + 2 + 4 = 18
Touch: 10 + 2 + 0 + 4 = 16
Flat: 10 + 0 + 2 + 4 = 16
Speed: 20(30 while prone)
Darkvision: 60 ft.
Languages: Common, Sylvan and Undercommon.
Spell-Like Abilities: Disguise Self 1/day. Caster level 1st.

Saves:
Fort: 3 + 0 + 0 = 3
Ref: 6 + 1 + 0 = 7
Will: 6 + 0 + 0 = 6

Skills:
Bluff : 9 + 8 + 0 = 17
Concentration : 9 + 0 + 0 = 09
Diplomancy : 9 + 8 + 0 = 17
Gather Information : 9 + 8 + 0 = 17
Intimidate : 9 + 8 + 0 = 17
Spellcraft : 9 + 0 + 0 = 09

Flaws:
1: Noncombatant (-2 Melee)
1: Inattentive (-4 Listen and Spot)

Feats:
1: Silent Spell
1: Still Spell
1: Heighten Spell
3: Widen Spell
3 Class: [Wild Mage] Contained Chaos
6: Quicken Spell
9: Extend Spell
9 Class: Enlarge Spell

Class Abilities:
1: 'Divine Metamagic'
3: Bonus Feat
5: Improved Counterspell
7: Wild Reversal
9: Bonus Feat

Spells:
0: x -2
1: x -3
2: x -4
3: x -5
4: x -6
5: y -12

Equipment: 580gp
Mask made out of the preserved face of a troll.
Hooded Monk Outfit
Thistledown Padded Armor: +1AC, +10Dex, -0ACP, 0%SpellFail, 5lbs, 2hard, 5hp, 405gp
+4 Cloak of Charisma: +4 Enhance to Charisma, 16000gp
Mithral Buckler: +1AC, -0ACP, 0%SpellFail, 2lbs, 15hard, 5hp, 1015gp
+3 Ring of Protection: +3 Deflect bonus, 18000gp


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

Gruwaars
When the fey were united and the Seelie and Unseelie Courts had not yet been established, the gruwaars were there. The turn of ages and eventual sundering of the fey court heralded the gruwaar’s ascent among the Unseelie as master manipulators and dangerous foes.
Legends speak of the gruwaars as allies to the children of Lolth. The gruwaars stood beside the dark elves in their rebellion and followed their tragic descent when the drow fell into the depths of the earth. Surface elf retribution on those gruwaars who dared stay above ground all but eliminated the race outside of the Underdark. Those few who survived have been joined over the years by those who initially fled from elven fury. They maintain their reputation for foul deeds long past—and they revel in it.
Gruwaars are rare, even among the fey. Most sages know little of their history or their role in the history of other races. Plagues, assassinations and catastrophes throughout the ages have seen influence from the gruwaars, for reason known only to them.
Wild and mischievous even by fey standard, the gruwaars are extremely independent. Among other races, they often serve from the shadows as advisors or assassins for those causes that amuse them. Occasionally, a gruwaar will join with an adventuring party for seemingly noble reasons, only to later reveal a darker ulterior motive.
Gruwaars are drawn to political intrigue, but although they are amused by power and those who believe they wield it, gruwaars are not necessarily interested in wielding political and social influence themselves. They are fascinated by the motives and results that impassion those who seek and bear power. Above all else, they are intrigued by the chaos of raw, naked force. Where there is political strife, where they are clashing ideologies, where the will of rebellion threatens to upset the balance of power—the gruwaars are there.
Personality: Gruwaars are voyeuristic by nature. They love to see individuals act in dynamic ways, especially when they themselves set the stage. The gruwaars love drama. Tragic or grand, it matters not to the gruwaar. They just like to watch the chaos unfold.
Philosophically, gruwaars are completely individualistic in their approach to life. Their only common quality is a singular disdain for any authority that they do not influence in some fashion. As such, their motives are known only to themselves.
Physical Description: Averaging 3 to 4 feet tall, the gruwaars do not possess the usual beauty of their fey kin. Instead, they are wiry, muscular creatures with monkey-like bodies. Gruwaar faces resemble a cross between a goblin and a cat, with large, round eyes the color of hot steel, a large brow and a maw filled with hideous canines. Their ears are long, pointed and jut out from their heads, although they can sweep them back when they choose.
Gruwaars are covered with a fine, black fur. They have long arms with extra joints and hands ending in tiny, razor-sharp claws. Their short thighs and long forelegs cause them to appear as if they are perpetually crouched.
When among civilized folk, the gruwaars wear loose-fitting hoods and cloaks and often remain hidden as much as possible. When confronted, they lie and bluff their way out of direct conflict. Few gruwaars are ever backed into such corners, however, and those who are usually have no compunctions about using their claws to extract themselves from difficulties.
Relations: Among the fey, gruwaars are considered members of the Unseelie Court. They are accorded respect based on their heritage by those wise enough to recognize them for who they are. Among the Unseelie, however, the gruwaars-* are treated as dangerous miscreants at best. Some gruwaars are considered powerful players among the Unseelie, greatly respected by their peers and feared by others. Most gruwaars pay only the barest courtesy to the Unseelie Court.
Among other races, gruwaars prefer to remain hidden or disguised. They might pretend to be familiars to young wizards and sorcerers whose vanity exceeds their skill at conjuring demon familiars. At other times, they might work in concert with others in the shadows of society, where appearances take second place to skill. The gruwaar take an active approach in concealing their motives, since it is more entertaining to watch their dupes or pawns do things of their own volition. They take great pains to ensure that their foils learn as little as possible about their nature and identities. Gruwaars are unseen players in many games—unseen, effective and dangerous.
Alignment: Most gruwaars are chaotic and evil by nature. Despite this, more than gruwaar has sided with the forces of good in order to experiment on the ranks of a powerful evil regime. Some gruwaars specialize in tampering with certain types of ideological cultures, especially evil ones. The moral ambiguities of gruwaars are unmatched. They have saved innocents on given days only to have them sacrificed on others.
Religion: Gruwaars revere no deity in particular. Some of their more vile members have been known to fall sway to demon princes or devil lords, however, most gruwaars are too busy (some say egotistical) to formally worship another being.
Language: Gruwaars speak Common, Sylvan and Undercommon. The first language a young gruwaar typically learns to speak is Undercommon. Older gruwaar use this ploy to insult the Unseelie Court and other fey. When they do speak Sylvan to other fey, gruwaars enjoy using thick (but fake) accents that make them difficult to understand.
Names: Male gruwaar commonnames are short and usually monosyllabic, while female commonnames usually have two syllables. Truenames among the gruwaar follow the method of the elves, who, in fact, adopted it from the fey.
Male Commonnames: Greeg, Hurg, Koll, Mok, Puzz, Zor.
Female Commonnames: Hurga, Jeeta, Juuta, Mokka, Panee, Tagri, Zora.
Adventurers: Gruwaars love adventurer. A gruwaar adventurer always has designs on why he’s with a particular adventuring party. Perhaps he wants to join them to see what they do, with an eye down the road on a scheme to overthrow a kingdom he dislikes. Perhaps the party and he even have a mutual goal. The real trick is getting the party to accept the gruwaar into their midst. However, their wily, persuasive ways make them likeable despite their unusual appearance and often disgusting personal habits.
Gruwaar Racial Traits
+2 Dexterity, +2 Charisma, -2 Strength, -2 Wisdom: Gruwaars are nimble, and possess a certain charm that most other races find appealing. However, they are relatively weak and somewhat inattentive.
Small: As small creatures, gruwaars gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls and a +4 size bonus on Hide checks. They use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of a Medium character.
Gruwaar base land speed is 20 feet. Gruwaars wearing light armor or no armor, with light or no encumbrance, and without items in their hands, may drop to all fours and move at a speed of 30 feet.
Fey: As fey, gruwaars are immune to spells and effects that only affect humanoids, such as charm person. However, they can still be affected by spells such as charm monster.
Darkvision: Gruwaars can see in the dark up to 60 feet. Darkvision is black and white only, but is otherwise like normal sight, and gruwaars can function just fine with no light at all.
+2 racial bonus on Hide, Move Silently and Sleight of Hand checks. Gruwaars are preternaturally stealthy.
Claws: Gruwaars are capable of making natural attacks with their sharp claws. A gruwaar has two natural attacks with their sharp claws. A gruwaar has two claw attacks that deal 1d3 points of damage plus Strength modifier.
Spell-Like Abilities: 1/day—disguise self. Caster level 1st.
Automatic Languages: Common, Sylvan and Undercommon. Bonus Languages: Abyssal, Dwarven, Elven, Gnome and Terran. Gruwaars know the languages of their kin as well as those among whom they live, and they learn to speak the languages of their enemies and other underground denizens.
Favored Class: Rogue and Spellthief. A gruwaar gains +1 skill point each time he gains a level in the rogue or spellthief class.


Edit: Fixed the test character's sheet in regards to a feat/feature slip-up.

Morph Bark
2011-09-06, 07:01 AM
What is the terrain of your setting like?

Also, what is the theme of your campaign like?

The players are pirates (currently desert pirates) who have recently arrived at their destination of Las Sangas, a city with 60,000 living inhabitants, at least as much construct servants and roughly four times as many undead (most of them mindless, still more under control of others). The city is in the grip of a 400-year-old Lich and one of the three goblin mafia families that exist in the setting. I intend to have the players find out about an ancient underground temple complex from an old order of Lawful anti-undead crazies (which has long since disappeared, except for their traps and perhaps trained monsters). This will of course draw many to the site for entering it to loot it, as well as cause other Lawful anti-undead people to come out of hiding and start a revolution against the Lich, who will send servants into the temple to safeguard something he has kept hidden in there since the city was built on top of it centuries ago.

The Fire and Land variants of dryads you made sound pretty perfect for that, I figure. :smallsmile:

I might even make use of Naia the Ríad, in a weakened state. She could be what the Lich wanted to keep hidden (because he is a Dry Lich, as presented in Sandstorm), as centuries ago the desert was actually a sea, but the Lich keeps it the way it is to protect himself, via use of large heat magic generators throughout the land (of which one the party has destroyed by accident).


Of course, if you are looking for classes only, that is a different thing entirely, and also, in my opinion, not as easily testable. But anyway. If you are using monsters, feel free to use those, and if you want me to, I could probably format them into encounter basis.

As stated in the first post, I'm looking for classes, prestige classes and monsters. Well, and Tome of Battle disciplines, which I intend to use with a new humanoid-looking dragon monster I'm cooking up.

Monster entries generally look enough like encounter blocks to me, but tactics suggestions would help tons. :smallsmile:


I bolded the ones my Paladin fix does well, italicized those that it can do competently, and underlined something that it could do with the proper feat selection. I already have it up on this page. Of course a Paladin isn't always appropriate.

He wasn't appropriate with the goblin mafia or assassin's guild I used in the last session, but with next session (the temple idea I speak of above), a Paladin fits in perfectly. :smallbiggrin:


I just wanted to ask, since it looked like you used the Swordsaint (http://www.giantitp.com/forums/showthread.php?t=181566) in a single encounter, how did it go? From reading it, it seems like the Swordsaint really didn't contribute much to that encounter, but I'd still like to hear your thoughts.

To be honest, I haven't gotten to use him yet. :smallredface:

I wanted him to be a solo encounter, but never got around to using him. His CR is rather below the party's, so I could instead put him together with others I haven't tested yet and put them in a party.

I noticed now however that you refer to them using the Priest spell list, but it isn't in the thread nor linked. Is the Priest another class of yours?


Talking about healers, the Protector of the Hidden Gate (http://www.giantitp.com/forums/showpost.php?p=10045148&postcount=23) prestige class is a Psionic healer/negative energy user, which specializes in using the Energy Powers that allow for energy substitution to Substitute for both Positive and Negative energy. :smallsmile:

Medic and related feats (http://brilliantgameologists.com/boards/index.php?topic=12170). Obviously not meant to be fought alone.

Those looks greatly awesome. Adding them to different parties. :smallwink:


*snip*

There are a couple of things I noticed here. Posted my comments here (http://www.giantitp.com/forums/showthread.php?p=11792418#post11792418).

Hadrian_Emrys
2011-09-06, 07:26 AM
I thought the point of the thread was to give us 'brewers the first-hand data needed to make educated tweaks in the name of balance. :smallconfused:

Regardless, I certainly won't complain if you don't want to give the current draft a spin. It IS your campaign, after all. *shrug*

Morph Bark
2011-09-06, 09:08 AM
I thought the point of the thread was to give us 'brewers the first-hand data needed to make educated tweaks in the name of balance. :smallconfused:

It is. I am actually collecting all the playtest data together so I can put together a Tier list for Homebrew classes I've playtested. However, if from just a basic reading it is clear a class is already stronger than most Tier 1s, playtesting won't make a difference, hence why I make it a point to not test classes that are Tier 1, just plain don't work, or are tied to large homebrew systems like Xenotheurgy (because it would take me too much time to learn them before I could use them, which is a little much for a short few bits of playtesting and would be much better suited to a player trying that out for extended time).

If at a later date you've brought it down to Tier 2 or below though, I'd be happy to playtest it for you.

Ziegander
2011-09-06, 09:35 AM
To be honest, I haven't gotten to use him yet. :smallredface:

I wanted him to be a solo encounter, but never got around to using him. His CR is rather below the party's, so I could instead put him together with others I haven't tested yet and put them in a party.

I noticed now however that you refer to them using the Priest spell list, but it isn't in the thread nor linked. Is the Priest another class of yours?

Ah, okay, I thought I saw him used in one of the encounters, my bad.

Right, the Priest is another class of mine, it should be in the thread on the last page, but I don't know if the spell list is there or not. You CAN find it here (http://brilliantgameologists.com/boards/index.php?topic=11879.0) though.

If you want, I can stat up a new version of the Swordsaint with all the changes that have been made to it and at a higher level so you can still use him as a solo encounter.

Hadrian_Emrys
2011-09-07, 06:11 AM
It is. I am actually collecting all the playtest data together so I can put together a Tier list for Homebrew classes I've playtested. However, if from just a basic reading it is clear a class is already stronger than most Tier 1s, playtesting won't make a difference, hence why I make it a point to not test classes that are Tier 1, just plain don't work, or are tied to large homebrew systems like Xenotheurgy (because it would take me too much time to learn them before I could use them, which is a little much for a short few bits of playtesting and would be much better suited to a player trying that out for extended time).

If at a later date you've brought it down to Tier 2 or below though, I'd be happy to playtest it for you.

:smalltongue: According to another playgrounder, it is currently a T2-4 class. The wild range of reactions to this project crack me up.

DracoDei
2011-09-29, 01:16 PM
I can't get quoting to work right this session.

Regarding Charisma damage (and drain): You never did use a beige dragon in a combative way...

Regarding Tome of Battle discplines: How familiar are you with the Age of Warriors project? I am sure if you were more specific that people could find you some relevant stuff.

Dralnu
2011-10-02, 09:05 PM
Btw, close combat fighters and sneaky assassins that can evade Mindsight somehow (does Darkstalker do that? idk) would most likely be dangerous to anyone but the Crusader. So to summarize as Jiriku kindly asked, I'd love to see:
A (prestige) class that can buff himself or others very well, especially AC, Fort save and Ref save-wise.
A (prestige) class that can lock others down in melee
A (prestige) class that can bestow special conditions (like sickened, shaken, fatigued, etc).
A (prestige) class that can get energy immunities or deal Charisma damage.
A (prestige) class that focuses on fighting undead.
A healer (prestige) class to make sure the above class characters don't die too fast.

Preferably these would be of level 7, just a tish below my party's current level, but it would not make the fight too hard for them, at least if they are all present. Classes that combine two or more of the above are perfectly fine too of course.

Are you still looking for NPCs? If so, I built an NPC for my latest 'brew that fits some of your criteria, my Hand of Rhyxali (http://www.giantitp.com/forums/showthread.php?t=216584). It's a warlock/rogue PrC.

The NPC is at the bottom of the OP. He's a sneaky teleporting pouncing death attacking assassin that debuffs with poisons and sickening eldritch blast. He makes liberal use of UMD since he auto-succeeds on any UMD check DC 22 or below. Level 7, 2 levels of the PrC, elite array and NPC WBL. If Darkstalker is necessary, just make him Human, it's actually way better for him anyway and very little of the stats would change.

TravelLog
2011-10-02, 09:26 PM
Let me know the next time you have a playtest game. I'd love to be a player.

Qwertystop
2011-10-03, 06:50 AM
As would I.

Morph Bark
2011-10-06, 12:54 PM
Thanks everyone. Right now I no longer can offer my services, as my inspiration for my game is grinding to a short stop and my want to continue it vanishes.

Thanks to all who submitted their homebrew for testing! It was great fun in all and I hope it's been of some use to you. :smallsmile:

DracoDei
2011-10-06, 02:11 PM
So, any volunteers to take up the torch in another thread (and linked from this one)?

flabort
2011-10-06, 07:01 PM
A homebrew playtesting PbP? I'd play (http://www.giantitp.com/forums/showthread.php?t=215596), but can't DM.

Even if Morph's run out of ideas, we can just... Say, here's an idea:

Somebody create a set of fairly standard scenarios. Say, 2 per level range: 1-2, 3-5, 6-8, 9-11, 12-14, 15-17, 18-20. So, 14 scenarios. PM the details for these scenarios to a group of "Playtest DMs". When somebody has a class they want to test, they go to an [always recruiting] thread this group of DMs has set up, make two builds (ready for 1-20, or for PrCs, ready from the first level it's available-20), and run each build through each scenario. So the class would be run through 28 encounters.
After signing up, they get their own IC thread (like... most [always recruiting] solo type PbPs), and the DMs will run them through each encounter, stating which level + character to use that encounter. No Perma-death, and they start out at full resources for half the encounters, and for the other half, they start at the expenditure (daily, buffs, whatever) they used during the other half (hence two encounters per level range). Should they die, run them through the encounter again (with the same resources as before).
If the encounters are set up right, and the class is balanced, they should survive 75% of the encounters, and usually get it the second (or third, usually once per person) time they go through. Should they fail more often than that, they need to increase it's power level. Should they succeed more than that, they need to nerf it somewhat.

I can't help but figure, someone's made something similar to this before, but used it to measure the tiers of the Core Classes, or something.

Irrelevant to the point I wanted to make, and a Wall of Text, but interesting Idea.

Now, they way I see it, if anyone's willing to DM a Playtester's Game, either the DM or the Player's should have the testing material, not both. If both have it, in the end, the homebrew should be balanced... to other homebrew. Someone would need to use Core, or at least non-homebrew, stuff.

And the problem is finding a DM to run a playtester's PbP. If Morph's out of ideas, that's one DM not available.

**** it, I forget what the original point I wanted to make was now.

Darksword
2011-10-06, 11:25 PM
So, any volunteers to take up the torch in another thread (and linked from this one)?

ACtually yeah. My 4e cmapgain just ended and we are starting a new campaign soon. My head was turning as soon as i saw this thread. SO yeah I am planing to continue this on. :D Ill post a thread soon

DracoDei
2011-10-06, 11:32 PM
ACtually yeah. My 4e cmapgain just ended and we are starting a new campaign soon. My head was turning as soon as i saw this thread. SO yeah I am planing to continue this on. :D Ill post a thread soonExcellent news!

TravelLog
2011-10-07, 12:54 AM
ACtually yeah. My 4e cmapgain just ended and we are starting a new campaign soon. My head was turning as soon as i saw this thread. SO yeah I am planing to continue this on. :D Ill post a thread soon

Perfect. Let me know, I'd love to serve as a playtester for someone's work.

Andion Isurand
2011-10-07, 02:45 AM
My Homebrew Blog (http://andionisurand.blogspot.com/) is always available for testing.

Morph Bark
2011-10-07, 04:21 AM
ACtually yeah. My 4e cmapgain just ended and we are starting a new campaign soon. My head was turning as soon as i saw this thread. SO yeah I am planing to continue this on. :D Ill post a thread soon

Awesome. I saw DracoDei's post yesterday already, but couldn't post until now, so I'm happy with all the responds it's gotten. I was thinking of starting a new thread myself to link willing test-DMs to homebrewers, but if a single person is willing to pick up my mantle, feel free!

Adamantrue
2011-10-07, 09:51 AM
Somebody create a set of fairly standard scenarios. Say, 2 per level range: 1-2, 3-5, 6-8, 9-11, 12-14, 15-17, 18-20. So, 14 scenarios. PM the details for these scenarios to a group of "Playtest DMs". When somebody has a class they want to test, they go to an [always recruiting] thread this group of DMs has set up, make two builds (ready for 1-20, or for PrCs, ready from the first level it's available-20), and run each build through each scenario. So the class would be run through 28 encounters.
After signing up, they get their own IC thread (like... most [always recruiting] solo type PbPs), and the DMs will run them through each encounter, stating which level + character to use that encounter. No Perma-death, and they start out at full resources for half the encounters, and for the other half, they start at the expenditure (daily, buffs, whatever) they used during the other half (hence two encounters per level range). Should they die, run them through the encounter again (with the same resources as before).
If the encounters are set up right, and the class is balanced, they should survive 75% of the encounters, and usually get it the second (or third, usually once per person) time they go through. Should they fail more often than that, they need to increase it's power level. Should they succeed more than that, they need to nerf it somewhat.

I can't help but figure, someone's made something similar to this before, but used it to measure the tiers of the Core Classes, or something. What I tried doing about a year or two ago was a "race" between Two Characters, one a Homebrew and the other the "Baseline Equivalent", of equal level. We were to run 5 matches, at levels 1, 5, 10, 15, and 20. Details in the Spoiler.
Each was given an identical partner, a Gestalted combination of 2 NPC Classes. This partner would fill some of the void that was missing from a well-rounded party. For example, two Mage-like "Leaders" could have a Gestalted Adept/Warrior (with a spell list focused on Healing, to avoid stepping on the Mage's toes).

The goal of the race was to rescue a "Damsel in Distress", a Human Aristocrat (with 1/2 a movement rate, due to a wooden leg) that was being held in the center of the "Dungeon". You had to reach her & bring her to your starting position.

From their opposite starting positions, there were two routes each "party" could take, both identical & in random directions. One route was longer, and had two level-appropriate encounters (traps, creatures, etc). The other route was shorter, with a single encounter moderately more powerful.

The central chamber housed a Boss, guarding the Damsel (I called her Peg). You beat/neutralize/avoid him, and drag Peg back to your starting position, with possibly the other Team on your heels, for a possible 4 encounters total. Regardless of the results of these matches, you could then view the performance & judge the homebrew. The project fell apart on my end, as scheduling and RL issues got in the way, but we felt the idea was a good "packaged" means of testing things out.

Darksword
2011-10-07, 10:21 AM
Alrigh here (http://www.giantitp.com/forums/showthread.php?p=11985490#post11985490) it is.all ready for submissions.