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Behold_the_Void
2006-11-08, 02:52 AM
This is something I'm working on because I love Disgaea. Too much. I'll be continuously adding to it and feedback on balance and the like are quite welcome, as are contributions. Bear in mind this is meant for a generally silly campaign, but the rules should be effective and generally balanced.

Notes on terminology and rulings:

With regards to the leadership feat, followers in the setting refered to as "minions" and cohorts are hereafter referred to as "vassals". Their names will remain the same for purpose of mechanics.

All basic races are used and unchanged at the DM's desire, but netherworld or celestia variants are considered outsiders but are able to be targeted by ressurection. Those wishing to give the demons and angels an advantage may apply the fiendish or celestial template and downgrade the level adjustment.

Paladin is split into two classes, the Paladin and the Dark Knight. Only demons may take the Dark Knight class and only Angels may take the Paladin class. Regular humans could probably take either if they so desire. The Detect and Smite abilities are changed to affect either Demons (Paladin) or Angels (Dark Knight). Alternately, retain standard Paladin class and use the Paladin of Tyranny class to serve as the Dark Knight.

The Giant in the Playground rules on Diplomacy (http://www.giantitp.com/articles/jFppYwv7OUkegKhONNF.html) are used for this campaign setting. This is vital to the Dark Council mechanic, especially with the issue of bribes.

Netherworld inhabitants are not evil by default, nor are Celestia inhabitants good by default. Standard alignments for demons are generally more chaotic, whereas angels are generally more lawful. In this setting many of the demons tend to be far more mischeivous than actually evil, although that doesn't mean that there can't be a number of evil demons (or angels, for that matter).

Prinny PCs may be handled differently than standard Prinnies. Because of notable examples (Kurtis, Laharl's Mother), it is not unheard-of for a PC Prinny to be a special case (which further explains their taking of a PC class and entering into higher levels). PC Prinnies may, at the DM's discretion, forgo any kind of reincarnation for however long desired, have a different color, not be required to end their sentences in "dood", or any combination of the three.

Monsters:

Prinny, 1st Level Warrior
Size/Type: Small Outsider
Hit Dice: 1d8+1 (5 hp)
Initiative: +1
Speed: 20 feet (4 squares)
Armor Class: 13 (+1 size, +2 dex), Touch 13, Flat-footed 11
Base Attack/Grapple: +1/-3
Attack: Dagger +2 melee (1d4)
Full Attack: Two daggers +0 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Highly Explosive
Special Qualities: Reincarnation, Darkvision 60 ft.
Saves: Fort +3, Ref +2, Will -2
Abilities: Str 10, Dex 15, Con 12, Int 9, Wis 6, Cha 10
Skills: Climb +4, +11 Hide, +7 Move Silently
Feats: Two-Weapon Fighting
Environment: Celestia, the Netherworld
Organization: Solitary, Gang (4-9), Squad (10-14), Unit (50-100), Army (1,000+)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually evil (new prinny) or neutral/good (prinny near reincarnation)
Advancement: By character class or rank
Level Adjustment: +0

Prinnies are small, penguin-like creatures that carry brown pouches around their belly. They are the souls of the most sinful humans sewn into Prinny bodies and awaiting Reincarnation. Prinnies work off their sins in either Celestia or the Netherworld by doing chores for little to no pay. They are often the subject of a great deal of abuse, and make the perfect cannon fodder, or, in some cases, cannon ammunition. On the night of the Red Moon, Prinnies that have atoned for their sins are released, their souls flying away to be reincarnated and live their next life.

Prinnies remember their past lives, and retain all class levels, spells, and abilities. Any possessions they once had are lost, and any abilities tied to their old form are also lost. Prinnies also, for some reason or another, pick up a peculiar speech pattern. Most prinnies end their sentences with the word "dood", and those that don't are considered anomolous and are likely prinnies of extremely powerful and intelligent individuals.

Prinnies are most commonly known to carry around brown pouches that hold various knick-knacks. Among those are two daggers, the standard weapon of most prinnies. Prinnies tend to attack with a flurry of dagger slashes, making up for their weak forms with several successive slashes.

Prinnies speak Common and either Celestial, Abyssal, or Infernal, depending on where they are sent.

Combat:

Prinnies are generally lazy and indolent creatures, who will goof off if given half the chance. They will usually only fight when ordered to, assuming the orders are backed up by threats of extreme physical violence. Prinnies aren’t very bright, and their best tactics are generally swarming enemies by their sheer numbers. When in the company of a commander, they may be tossed, their Highly Explosive ability being put to use.

Highly Explosive (Ex):

Prinnies explode when they are thrown. Nobody is quite sure why this happens, but when a prinny is flung with enough force (knocked, kicked, or otherwise moved through the air at least 10 feet), the Prinny explodes in a 5-foot radius, dealing 1d6 points of fire damage for each hit die it possesses to everyone in the immediate area (Reflex DC 10 + 1/2 hit die rounded down + constitution modifier for half). This explosion destroys the prinny’s body utterly, but the prinny will reappear, good as new, in 1d4+1 days. The Prinny is not considered dead when this ability is used, and things such as level-loss/constitution from death or lowered leadership score do not apply.

Reincarnation (Ex):

When a Prinny has atoned for its sins, it can “fly by night” during the Red Moon. When the Red Moon appears, the Prinnies all gather, singing an eerie song that could be interpreted as some kind of supplication to the moon itself. Those prinnies that have finished atoning for their sins discard their prinny shells and rise as spirits into the moon, moving on to their next life. Treat as the 4th level Druid spell “Reincarnate.” Unlike with a normal reincarnation, the newly reincarnated being has no memory of either their past life or their time as a Prinny.

Prinnies as Characters:

Prinny characters possess the following traits:

• +2 dexterity, -2 wisdom. Prinnies are surprisingly dexterous, most being able to wield two daggers with little problem. However,they tend to lack common sense.
• Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
• Darkvision out to 60 feet
• Highly Explosive ability as explained above
• Reincarnation Special Quality as explained above.
• +4 to Hide and Move Silently. Prinnies have learned that it’s best to stay out of sight if they don’t want to be abused and/or thrown at something.
• Automatic Languages: Common and either Abyssal, Infernal, or Celestial, depending on where they are sent. Bonus Languages: Any
• Favored Class: Fighter

Feats

Exotic Weapon Proficiency (Prinny)
Prerequisite: Base attack bonus +1, 13 strength

Benefit: You may throw a prinny without suffering penalties.

Normal: You suffer a -4 penalty on attack rolls when throwing a prinny.

Prestige Classes

Warrior Majin
The Majin, or Demon Lord, is a feared and powerful demon who is gaining in power and eventually expects to make a bid for the position of Overlord. Powerful demons, they command respect and fear from those around them. A Majin may not have the number of vassals that an Overlord has, but they’re slowly accumulating more and gaining strength for the time that they might become overlord.
The Warrior Majin is one of two available Majin classes. Depending on their training, demons may focus either in magic or in skill of arms, and while their abilities are essentially the same they are treated as two separate prestige classes.

Hit Die: D10

Requirements: to become a Majin, a character must fulfill all of the following criteria
Base Attack Bonus: +9
Skills: Intimidate, 15 ranks
Feats: Leadership
Special: Must pass a request through the Dark Council to become a Majin.

Good BAB (As Fighter)
Good Fortitude Save, poor Reflex and Will saves

Special Abilities:
1 – Telepathy, Aura of Despair
2 – Ruthless Master
3 – Debilitating Presence +1, Cold Stare
4 – Incite Rage, Demon Without Peer
5 – Mark of the Overlord, Debilitating Presence +2

Class Skills: A Majin’s class skills (and the key ability for each skill) are: Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Intimdate (Cha), Jump (Str), Ride (Dex), Sense Motive (Wis) and Swim (Str).

Skill Points Each Level: 4 + Int Modifier

Class Features:
All of the following are class features of the Majin class.
Weapon and Armor Proficiency: The Majin gains no additional proficiencies.

Aura of Despair (Su): As the 3rd level Paladin of Tyranny ability.

Telepathy (Su): A Majin can communicate telepathically with any creature within 100 feet that has a language.

Ruthless Master (Ex): The Majin has attained a level of such infamy in the netherworld that any leadership penalties they suffer for loss of followers are halved (rounded down). The Majin still suffers all penalties for the loss of a cohort.

Debilitating Presence (Ex): Any of the Majin’s enemies within 30 feet suffer a -1 morale penalty to weapon attack and damage rolls. This increases to -2 at the 5th level.

Cold Stare (Ex): As a free action, the Majin can stare down his foes and cause them to feel fear and apprehension at facing him. The Majin makes an intimidate check against all enemies within 30 feet that he can see. If successful, the enemies are shaken for a number of rounds equal to 1d6 + Majin levels. No matter the outcome of the Intimidate check, the targets may not be affected by it again for the next 24 hours.

Incite Rage (Ex): Once per day, the Majin may incite a rage (as per the Barbarian ability) in any of his willing allies within 30 feet.

Demon Without Peer (Ex): The Majin’s infamy has grown to a level that lesser demons are happy to throw their lives away for him, if only to avoid having to fight against him. The Majin suffers no leadership penalties for loss of followers. The Majin still suffers penalties for the loss of a cohort.

Mark of the Overlord (Ex): The Majin is now fully recognized as a Demon Lord of the highest rank. Their cohort is now restricted to one level below their own, and they gain a +4 bonus on all Diplomacy, Gather Information, and Intimidate checks within their netherworld, as well as a +2 bonus outside of their netherworld. These bonuses only apply to those who are aware of who they are.

Wizard Majin
The Wizard Majin is a Majin that focuses in the arcane arts as opposed to the martial arts. They are treated with the same respect and fear as their martial counterparts.

Hit Die: D4

Requirements: to become a Majin, a character must fulfill all of the following criteria
Spellcasting: Able to cast 6th level spells
Skills: Intimidate, 8 ranks
Feats: Leadership
Special: Must pass a request through the Dark Council to become a Majin.

Poor BAB (As Wizard)
Good Will Save, poor Fortitude and Reflex saves

Special Abilities:
1 – Telepathy, Aura of Despair, +1 level of existing spellcasting class
2 – Ruthless Master, +1 level of existing spellcasting class
3 – Debilitating Presence +1, Cold Stare, +1 level of existing spellcasting class
4 – Demon Without Peer, +1 level of existing spellcasting class
5 – Mark of the Overlord, Debilitating Presence +2, +1 level of existing spellcasting class

Class Skills: A Majin’s class skills (and the key ability for each skill) are: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Decipher Script (Int), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Points Each Level: 4 + Int Modifier

Class Features:
All of the following are class features of the Majin class.
Weapon and Armor Proficiency: The Majin gains no additional proficiencies.

Spells per day/Spells known: When a new Majin level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever spellcasting class in which he could cast 6th-level spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one spellcasting class in which he could cast 6th-level spells before he became a Majin, he must decide to which class he adds each level of Majin for the purpose of determining spells per day.

Aura of Despair (Su): As the 3rd level Paladin of Tyranny ability.

Telepathy (Su): A Majin can communicate telepathically with any creature within 100 feet that has a language.

Ruthless Master (Ex): The Majin has attained a level of such infamy in the netherworld that any leadership penalties they suffer for loss of followers are halved (rounded down). The Majin still suffers all penalties for the loss of a cohort.

Debilitating Presence (Ex): Any of the Majin’s enemies within 30 feet suffer a -1 morale penalty to weapon attack and damage rolls. This increases to -2 at the 5th level.

Cold Stare (Ex): As a free action the Majin can stare down his foes and cause them to feel fear and apprehension at facing him. The Majin makes an intimidate check against all enemies within 30 feet that he can see. If successful, the enemies are shaken for a number of rounds equal to 1d6 + Majin levels. No matter the outcome of the Intimidate check, the targets may not be affected by it again for the next 24 hours.

Demon Without Peer (Ex): The Majin’s infamy has grown to a level that lesser demons are happy to throw their lives away for him, if only to avoid having to fight against him. The Majin suffers no leadership penalties for loss of minions. The Majin still suffers penalties for the loss of a vassal.

Mark of the Overlord (Ex): The Majin is now fully recognized as a Demon Lord of the highest rank. Their cohort is now restricted to one level below their own, and they gain a +4 bonus on all Diplomacy, Gather Information, and Intimidate checks within their netherworld, as well as a +2 bonus outside of their netherworld. These bonuses only apply to those who are aware of who they are.

Coming soon(ish)

- Bill and Felony Lists
- Cell Phone Mechanics
- Stat blocks for popular characters such as Laharl, Etna and Flonne.
- Other stuff when I think of it/it gets suggested

Conners
2006-11-10, 09:18 AM
Super cool job. You have my thumbs up. I loved Disgaea, though it was a bit frustrating to LV up your weaker members. I've got the second game, and it balances up all the annoying parts of the mechanics, making it PERFECT! Anyway, great job. I'm looking foward to more (I'll definitly join any game with this setting. Or DM one myself, when I get the experience).

Behold_the_Void
2006-11-11, 04:16 AM
Warrior Maou
The Warrior Maou is the pinnacle of the warrior demon, and has attained a level of skill only possessed by those who would be Overlord of their netherworld. When another Overlord arises, it is always in rebellion against the current Overlord. Warrior Maou are ruthlessly strong and persuasive, their charisma, strength of arms, and intimidating presence are absolutely unmatched.

Hit Die: d10

Requirements: To Become a Warrior Maou, a character must fulfill the following criteria.
Skills: Intimidate, 24 ranks
Feats: Epic Leadership
Special: Must pass a request through the Dark Council to become a Maou. Must also possess the Mark of the Overlord special ability.

Special Abilities:
1 – Overlord’s Servants, Improved Telepathy
2 – Fight on, my Minions!, Debilitating Presence +3
3 – Command of the Overlord, Incite Great Rage
4 – Sudden Reinforcement, Debilitating Presence +4
5 – Blessings of the Dark Council, Ear of the Council

Class Skills: A Maou’s class skills (and the key ability for each skill) are: Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Intimdate (Cha), Jump (Str), Ride (Dex), Sense Motive (Wis) and Swim (Str).

Skill Points Each Level: 4 + Int Modifier

Class Features: the following are all class features of the Maou class.
Weapon and Armor Proficiency: The Maou gains no additional proficiencies.

Overlord’s Servants: The Maou gains an additional cohort that can be no higher than one level below his existing cohort (two levels below the Maou). The strength of the second cohort is calculated on the leadership tables as normal.

Improved Telepathy (Su): The Maou’s telepathy ability is extended to 1 mile.

Fight on, my Minions! (Ex): Once per day, a Maou can inspire all allies within 30 feet of himself to continue fighting beyond their normal limits. For 1 round per character level, all affected allies are no longer disabled at 0 hit points, knocked unconscious between -1 and -9 hit points, or dead at -10 hit points or less. After the duration ends, they take all normal effects of their current damage taken. If brought below 0 hit points, they still lose one hit point a round as normal.

Debilitating Presence (Ex): The Maou’s Debilitating Presence ability becomes -3 at level 2 and -4 at level 4.

Command of the Overlord (Sp): Once per day, the Maou may cast Dominate Monster as a spell-like ability. The Maou’s caster level is his character level, and the save DC is 20 + the Maou’s charisma modifier.

Incite Greater Rage (Ex): Whenever the Maou uses his Incite Rage ability, he instead incites a Greater Rage in all willing allies, as per the Barbarian ability.

Sudden Reinforcement (Sp): Once per day, the Maou may summon reinforcements to aid him in battle. This ability functions identically to Summon Monster IX cast at a caster level equal to your character level, except that it instead summons 1d4+1 creatures from the 9th level list. Creatures summoned in this matter must be demons of some sort.

Blessings of the Dark Council (Ex): The Maou has managed to make what is perhaps the most difficult deal with the dark council: the deal of eternal life. Once per week, if you are reduced to -10 or less hit points or otherwise die or are destroyed, a dark council representative will cast True Resurrection on you.

Ear of the Council (Ex): The Maou has, through sheer strength of person, managed to bring the dark council under his sway. The Maou has a +10 modifier to all bluff, diplomacy, and intimidate checks made against the senators to pass a bill. Furthermore, their Maou level is counted twice in calculating their level for bills (A 26th level character with this ability would add 5 extra levels of Maou to their effective level when proposing a bill to the dark council, making their effective level 31).

Wizard Maou
Where the Warrior Maou excels in strength of arms, the Wizard Maou shows a level of spell mastery unmatched by most other demons. They are no less fit to rule the netherworld, and while their personal philosophy to power may be different, their goal remains the same: domination of the netherworld.

Hit Die: d4

Requirements: To Become a Wizard Maou, a character must fulfill the following criteria.
Skills: Intimidate, 14 ranks
Feats: Epic Leadership
Spellcasting: Must be able to cast 9th level spells.
Special: Must pass a request through the Dark Council to become a Maou. Must also possess the Mark of the Overlord special ability

Special Abilities:
1 – Overlord’s Servants, Improved Telepathy, +1 level of existing spellcasting class
2 – Fight on, my Minions!, Debilitating Presence +3, +1 level of existing spellcasting class
3 – Command of the Overlord, +1 level of existing spellcasting class
4 – Sudden Reinforcement, Debilitating Presence +4, +1 level of existing spellcasting class
5 – Blessings of the Dark Council, Ear of the Council, +1 level of existing spellcasting class

Class Skills: A Maou’s class skills (and the key ability for each skill) are: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Decipher Script (Int), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Points Each Level: 4 + Int Modifier

Class Features: the following are all class features of the Maou class.
Weapon and Armor Proficiency: The Maou gains no additional proficiencies.

Spells per day/Spells known: When a new Maou level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever spellcasting class in which he could cast 6th-level spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one spellcasting class in which he could cast 6th-level spells before he became a Maou, he must decide to which class he adds each level of Maou for the purpose of determining spells per day.

Overlord’s Servants: The Maou gains an additional cohort that can be no higher than one level below his existing cohort (two levels below the Maou). The strength of the second cohort is calculated on the leadership tables as normal.

Improved Telepathy (Su): The Maou’s telepathy ability is extended to 1 mile.

Fight on, my Minions! (Ex): Once per day, a Maou can inspire all allies within 30 feet of himself to continue fighting beyond their normal limits. For 1 round per character level, all affected allies are no longer disabled at 0 hit points, knocked unconscious between -1 and -9 hit points, or dead at -10 hit points or less. After the duration ends, they take all normal effects of their current damage taken. If brought below 0 hit points, they still lose one hit point a round as normal.

Debilitating Presence (Ex): The Maou’s Debilitating Presence ability becomes -3 at level 2 and -4 at level 4.

Command of the Overlord (Sp): Once per day, the Maou may cast Dominate Monster as a spell-like ability. The Maou’s caster level is his character level, and the save DC is 20 + the Maou’s charisma modifier.

Sudden Reinforcement (Sp): Once per day, the Maou may summon reinforcements to aid him in battle. This ability functions identically to Summon Monster IX cast at a caster level equal to your character level, except that it instead summons 1d4+1 creatures from the 9th level list. Creatures summoned in this matter must be demons of some sort.

Blessings of the Dark Council (Ex): The Maou has managed to make what is perhaps the most difficult deal with the dark council: the deal of eternal life. Once per week, if you are reduced to -10 or less hit points or otherwise die or are destroyed, a dark council representative will cast True Resurrection on you.

Ear of the Council (Ex): The Maou has, through sheer strength of person, managed to bring the dark council under his sway. The Maou has a +10 modifier to all bluff, diplomacy, and intimidate checks made against the senators to pass a bill. Furthermore, their Maou level is counted twice in calculating their level for bills (A 26th level character with this ability would add 5 extra levels of Maou to their effective level when proposing a bill to the dark council, making their effective level 31).

Dark Council:

(Note: these rules are primarily for DMs, and should not be shared with the players)

There are several six parties in the dark council, each with a certain vote weight and each in opposition of their equally-ranked party. Each party has their own personality and preferences, which need to be met to gain their vote. With the exception of the Silver Dragon party, all parties can be bribed and often expect bribes to gain their vote. Items such as chloroform and booze can also be used to change a senator’s vote or take them out of the vote entirely.

Whenever a bill is brought to a vote, councilors that are interested in the bill/have nothing better to do convene to vote on it. There can be any number of senators, but a DM should have at least twenty on hand of varying levels and political parties to convene for any vote. Votes for higher-grade bills attract more high-level senators.

The way the Dark Council is handled can either be by a couple of diplomacy/intimidate/bluff rolls and bribes, or as a more in-depth role-playing experience, depending on the desires of the group.

Senators should vary in levels from extremely low to epic, depending on the importance of the bill. Level guides for the senators will be presented in the Political Parties section below.

Bills are passed by a simple majority vote. If a bill does not pass, the party may attempt to force a bill. This requires them to slaughter all the senators that did not vote for their bill. Senators have free access to a True Resurrection spell every time they are killed, and they are extremely unlikely to vote in favor of a proposed bill by someone who’s killed them before, unless they’re bribed enough by means of apology.

The original creatures have been changed for level-balance and for ease of integration with the D&D system. I may create creatures that are closer representations of the actual Disgaea creatures at a later time.

Dark Council Political Parties: Note that all Dark Council party members are always that which they are named for (Orc party members are Orcs as found in the Monster Manual, Ghost Party members are human ghosts as found in the Monster Manual, etc.)

Orc Party (Under-Senator): The Orc party members are aggressive and selfish. They are generally orcs with class levels in Fighter, Barbarian, or Ranger, and they favor bills that allow for more violence or that they can see personal benefit from. Each of their votes count for 10. Orc Party members should be between level 3 and level 7. The Orc Party opposes the Ghost Party

Ghost Party (Under-Senator): The Ghost party is lazy and lethargic. They are generally Ghosts with levels in Wizard or Sorcerer, and they don’t have any particular likes or dislikes as far as votes are concerned. Each of their votes count for 10. Ghost Party members should be between level 1 and level 5. The Ghost Party opposes the Orc Party. There is a 15% chance that a ghost party member will be asleep during a meeting and will not vote.

Silver Dragon Party (Mid-Senator): The Silver Dragon party is a bit out of place in the netherworld dark council as they favor honor and justice, and refuse to take bribes. They tend to support bills that involve honor, justice, and fairness. Each of their votes count for 30. Silver Dragon Party members should be between the Juvenile and Adult age categories. The Silver Dragon party opposes the Red Dragon Party.

Red Dragon Party (Mid-Senator): The Red Dragon party is greedy and avaricious. The Red Dragon party tends to support those who bribe them with the most money or other valuables. Each of their votes count for 30. Red Dragon Party members should be between the Juvenile and Adult age categories. The Red Dragon party opposes the Silver Dragon party.

Pit Fiend Party (Upper-Senator): The Pit Fiend Party is generally somewhat by-the-books. They tend to favor bills introduced by those who bribe them well and don’t make too big a stir in netherworld “law”. Pit Fiend Party members are often Pit Fiends with class levels, and support people who have a history of bribing them well. Each of their votes count for 50. Pit Fiend Party Members may have no class levels, but there is no upper limit for how many levels they may potentially have. The Pit Fiend Party opposes the Balor Party.

Balor Party (Upper-Senator): The Balor party is wild, unpredictable, and extremely violent. They tend to favor bills that involve lots of killing, even moreso than the Orc Party, but are often so full of booze that their voting is erratic. Balor Party members are often Balors with class levels, and support bills that involve great acts of violence, especially against Pit Fiends. Each of their votes count for 50. Balor Party Members may have no class levels, but there is no upper limit for how many levels they may potentially have. The Balor Party opposes the Pit Fiend Party. There is a 90% chance that a Balor Party member will be drunk during the meeting.

Legendary Senators: There are a handful of Legendary Senators that will occasionally show up during a bill. They are always human, and should be epic level in one base class. The bills the Senators prefer are based on their own personal tastes, which should be decided upon when the Senator is created. Their votes count for 100, and they will often do something to disable dissenting voters. Legendary Senators are always at least level 30, but there is no upward limit for how high their level can be. Legendary Senators may or may not have any party preference. No more than one Legendary Senator will be at any vote.

Unaffiliated Senators: Unaffiliated senators are generally humanoid members of at least 10th level and any class. They have no defined politcal belief and are on the senate for any number of reasons. Their votes can be worth anywhere from 10 to 50 (those with a 100 weight behind their vote are Legendary Senators).

Behold_the_Void
2006-11-13, 04:26 PM
Defender of Earth
The Defender of Earth is the paragon of earthly justice and good. A superhero of great reknown, the Defender of Earth is the aspiration of little children everywhere. He is good looking, charismatic, heroic, and willing to give his all for the cause of justice. His words are exquisite poetry, and he has a propensity for long-winded speeches on justice, valor, honor, goodness, and why he’s about to smite you in the face.

Hit Die: d8

Requirements: To become a Defender of Earth, you must fulfill all the following criteria.
Skills: Peform (Oratory) 9 ranks
Feats: Persuasive
Special: Bardic Music class feature. Must be recognized as Defender of Earth by the EDF (Earth Defense Force).

Good BAB (as Fighter)
Good Will and Reflex saves, poor Fortitude save.

Special Abilities:
1 – Dramatic Monologue +1, Strike True, my Allies!
2 – Our Strength Knows No Bounds! +1 level of existing arcane spellcasting class.
3 – Dramatic Monologue +2, Justice is Our Shield, We Shall Not Falter!
4 – Cower, Evildoers, For I Have Arrived!, +1 level of existing arcane spellcasting class.
5 – Dramatic Monologue +3, Perfect Monologue

Class Skills: A Defender of Earth’s class skills (and the key ability for each skill) are: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

Skill Points Each Level: 6 + Int Modifier

Class Features:
All of the following are class features of the Defender of Earth class.
Weapon and Armor Proficiency: The Defender of Earth gains no additional proficiencies.

Spells per day/Spells known: When the second or fourth level of Defender of Earth is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class he possessed before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one arcane spellcasting class before he became a Defender of Earth, he must decide to which class he adds each level of Defender of Earth for the purpose of determining spells per day.

Dramatic Monologue: The Defender of Earth gains the ability to spend a use of bardic music in order to launch into a dramatic monologue. This monologue affects all allies or enemies who can hear it, depending on the effect of the monologue used. Each dramatic monologue gives a bonus of +1 at level 1, +2 at level 3, and +3 at level 5, or an equivalent penalty depending on the monologue being used. Dramatic Monologues are considered to be Bardic Music for all rules and restrictions. Dramatic Monologue bonuses are considered to be morale bonuses and penalties, depending on the monologue being used..

Strike True, My Allies! (Su): The Defender of Earth speaks loudly about the need to strike down the enemy and how his allies must make certain their blade flies true. This monologue gives all allies the dramatic monologue bonus to the attack rolls of all allies within earshot. The effects last as long as the Defender of Earth Monologues, as well as five rounds thereafter. The Defender of Earth needs at least 10 ranks in perform (oratory) to use this ability.

Our Strength Knows No Bounds! (Su): The Defender of Earth entreats his allies to add extra vigor and power to their attacks, conferring upon all allies within earshot a dramatic monologue bonus to all damage rolls. The effects last as long as the Defender of Earth Monologues, as well as five rounds thereafter. The Defender of Earth needs at least 11 ranks in perform (oratory) to use this ability.

Justice is Our Shield, We Shall Not Falter! (Su): The Defender of Earth scorns his enemies and taunts their ability to bring down the impenetrable shield of justice. All enemies within earshot receive a dramatic monologue penalty to their attack rolls. The effects last as long as the Defender of Earth Monologues, as well as five rounds thereafter. The Defender of Earth needs at least 12 ranks in perform (oratory) to use this ability.

Cower, Evildoers, For I Have Arrived! (Su): The Defender of Earth laughs at the petty strengths of his foes, demanding that they cower before him. All enemies within earshot receive a dramatic monologue penalty to their damage rolls. The effects last as long as the Defender of Earth Monologues, as well as five rounds thereafter. The Defender of Earth needs at least 13 ranks in perform (oratory) to use this ability.

Perfect Monologue: The Defender of Earth’s eloquence has reached its pinnacle, and he may now use two dramatic monologues at a time (using two of his daily uses for Bardic Music). The Defender of Earth needs at least 14 ranks in perform (oratory) to use this ability.

Prism Ranger
Prism Rangers are heroes of justice clad in colored suits with black visors that obscure their identity. Known to pose dramatically before launching themselves into battle, they gain power from the presence of their allies, the fellow Prism Rangers. A full team of Prism Rangers is seven people, each bearing the color of either red, yellow, orange, blue, green, purple, or indigo. Each Prism is known by their color, and the leader of the team is always Prism Red.

Hit Die: d10

Requirements: To become a Prism Ranger, you must fulfill all the following criteria.
BAB: +7
Skills: Jump +6, Climb +3
Special: Be accepted as a member of the Prism Rangers, or make enough of the costumes to start your own team.

Good BAB (as Fighter)
Good Fortitude save, poor Reflex and Will saves.

Special Abilities:
1 – Sentei Suit, 1st Pose
2 – 2nd Pose
3 – 3rd Pose
4 – 4th Pose
5 – Final Pose

Class Skills: A Defender of Earth’s class skills (and the key ability for each skill) are: Climb (Str), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Move Silently (Dex), and Swim (Str).

Skill Points Each Level: 2 + Int Modifier

Class Features:
All of the following are class features of the Prism Ranger class.
Weapon and Armor Proficiency: Prism Rangers gain no additional proficiencies.

Sentei Suit: Each Prism Ranger receives a Sentei Suit in their color. In order to receive the bonuses from any of their class abilities, they must wear the Sentei Suit, which counts as clothing and weighs 5 lbs. when not worn. The Sentei Suit also determines what the Prism Ranger is called when in battle, for example the wearer of the Yellow Suit assumes the title of “Prism Yellow.” If the Sentei Suit is lost or damaged, a new one can be provided at no cost to the Prism Ranger.

The Sentei Suit also defines the full compliment of Prism Rangers that can be involved in the poses (see below). A full team consists of 7 rangers, a Red, Orange, Yellow, Green, Blue, Indigo, and Violet ranger respectively. No pose can gain benefits from any duplicate members, and the maximum bonus to any ability from poses is +7 with all seven members present.

1st Pose (Ex): As a full-round action that provokes an attack of opportunity, the Prism Ranger may pose dramatically, gaining a morale bonus to attack rolls based on how many other Prism Rangers are within 30 feet of them. This bonus lasts for an hour/Prism Ranger level, but must be done in front of a sentient being who is not a Prism Ranger. The person does not need to be hostile for the Prism Ranger to use this ability. If any Prism Ranger is brought below 0 hit points, any benefits they give to the pose are negated, until the point that they are brought back to positive hit points (assuming the duration has not expired).

2nd Pose (Ex): As a full-round action that provokes an attack of opportunity any time after completing the first pose while still receiving the benefit from it, the Prism Ranger may pose again to gain a morale bonus to damage based on how many Prism Rangers are within 30 feet of them. As with the other poses, this must be done in front of a sentient being that is not a Prism Ranger. The second pose restores the amount of time left in the first pose to maximum. If any Prism Ranger is brought below 0 hit points, any benefits they give to the pose are negated, until the point that they are brought back to positive hit points (assuming the duration has not expired).

3rd Pose (Ex): As a full-round action that provokes an attack of opportunity any time after completing the first and second pose while still receiving the benefits from them, the Prism Ranger may pose again to gain a morale bonus to all saves based on how many Prism Rangers are within 30 feet of them. As with the other poses, this must be done in front of a sentient being that is not a Prism Ranger. The third pose restores the amount of time left in the first and second pose to maximum. If any Prism Ranger is brought below 0 hit points, any benefits they give to the pose are negated, until the point that they are brought back to positive hit points (assuming the duration has not expired).

4th Pose (Ex): As a full-round action that provokes an attack of opportunity any time after completing the first, second, and third poses while still receiving the benefits from them, the Prism Ranger may pose again to gain a morale bonus to AC based on how many Prism Rangers are within 30 feet of them. As with the other poses, this must be done in front of a sentient being that is not a Prism Ranger. The fourth pose restores the amount of time left in the first, second, and third poses to maximum. If any Prism Ranger is brought below 0 hit points, any benefits they give to the pose are negated, until the point that they are brought back to positive hit points (assuming the duration has not expired).

Final Pose (Ex): As a full-round action that provokes an attack of opportunity any time after completing the first, second, third and fourth poses while still receiving the benefits from them, the Prism Ranger may pose again to gain spell resistance equal to 10 + character level + amount of Prism Rangers within 30 feet of them. As with the other poses, this must be done in front of a sentient being that is not a Prism Ranger. The final pose restores the amount of time left in the first, second, third and fourth poses to maximum. If any Prism Ranger is brought below 0 hit points, any benefits they give to the pose are negated, until the point that they are brought back to positive hit points (assuming the duration has not expired).

Conners
2006-11-13, 10:28 PM
Great job, keep it up! Oh yeah, you should put in statblocks for disgaea characters like Laharl and Etna.

Proven_Paradox
2006-11-13, 10:57 PM
Oh man, I'm going to have to run a Prism Ranger campaign sometime now. A full team of prism rangers that enter the class from different base classes would be hella cool.

Perhaps you could create an alternate Prism Ranger PrC for spellcasters or something that has spell progression? They could mingle with the standard Prism Ranger class for Pose effects, maybe. Since they have spell progression, they'd get fewer poses, and maybe the ones they'd get would affect factors like caster level.

Behold_the_Void
2006-11-14, 02:03 AM
I didn't want to give Prism Rangers a caster progression because that's one of the major limiting factors I was thinking of when I made a class with the ability to get +7 to attack, damage, AC, saves, and 29 spell resistance at level 12. As is the common saying, Casters win D&D, so making the Prism Rangers berft of caster ability would make them harder to run as an effective team. Well, that and I figured nobody in their right mind would try to run an all Prism Ranger team, but then I see I am mistaken.

The idea behind the Prism Ranger being a fighter class was mainly because I've never seen a caster Prism Ranger in the game. I can tinker with it though and just have it available for those who want it. I'll see what I can do for my next update.

Oh, and Laharl and Etna will definitely be statted. I'm thinking Laharl's probably around 40 and Etna is around 35 pre-drain.

Conners
2006-11-14, 03:21 AM
Oh, and Laharl and Etna will definitely be statted. I'm thinking Laharl's probably around 40 and Etna is around 35 pre-drain.

Really? Because, in Disgaea 2, Etna had a LV of 1,000, nad was apparently going easey on me. LOL, I can't even imagine what it'd be like to make a LV 1,000 NPC.

40 sounds pretty good for Laharl (translating his original LV of say: 5,345 or whatever, into DnD), but what class would he take?!? I mean, sure he's pretty much a warrior guy, but most of his special attacks had a magical escense to them (like 'Overlord's Wrath').

I'm also curious about what you plan for the handgun weapon used by characters like Gordan and Rossary (Rozalin in the U.S version). Well, I'm sure you'll work it out, so good luck, you're doing fantastic once again.

Conners
2006-11-16, 05:13 AM
So.... What's the Disgaea zombie going to be like?

Behold_the_Void
2006-11-16, 03:17 PM
Dark Council Mechanics

Note: These, like the other Dark Council rules, are primarily for the benefit of the DM. However, some of the rules should be shared with players so they understand how to effectively make use of the demon bureacracy.

The Dark Council is more or less likely to approve your bills depending on their attitudes towards you. That can be changed and influenced in many different ways, depending on proposed bills and the like.

Senator Attitudes and approval percentage:
Loathe – 5%
Total Opposition – 15 %
Strongly Against – 25%
Against – 35%
Leaning No – 45%
Either Way – 50%
Leaning Yes – 55%
For – 65%
Strongly For – 75%
Total Support – 85%
Love <3 – 95%

Attitude Modifiers:
Depending on different conditions, senator attitudes can change. Every senator has a certain attitude towards each PC that should be decided upon beforehand. If the PC or their party has killed the senator via forcing the bill, the senator’s attitude will be permanently set to “Loathe” until they’re appropriately bribed to make them forget their last death. So long as they’re still set to Loathe, their attitude will ALWAYS be Loathe, no matter the bill adjustment. They must be brought back to Total Opposition to be affected positively by bill modifiers. Some senators, no matter how often you bribe them, should always be set to Loathe. This reflects the fact that their demons with longstanding grudges and pettiness and they may just not like a character. This can apply to the entire party, or just one individual.

The level of the bill vs. the level of the person proposing the bill also affects senator attitudes. If the bill’s rank is equal to the level of the petitioner, there will be no modifier. For each rank higher the bill is than the petitioner’s level, every senator’s attitude decreases by one step, to a minimum of Total Opposition. For each rank lower the bill is than the petitioner’s level, every senator’s attitude increases by one step, to a maximum of Total Support.

Senators that you bribe enough or otherwise make an impression on can permanently have their attitude adjusted. Every time you bring their stance up to Love <3 for a given bill, their permanent stance towards you increases by one step. You may also permanently affect their stance by consistently treating them in ways they enjoy based on their own tastes, as outlined below.

Senators have their own tastes based on personality and political party. Bribing, talking to them, or even intimidating them can raise or lower their stance. A Sense Motive check DC 20 can give you a hunch as to how they’ll react to a specific bribe or action. Each senator has their own preferences, and it’s important for characters to learn the preferences of their senators and how to handle them. For example, one senator may have a fetish for domination, and thus they look favorably upon those who successfully intimidate them. Another senator may have a sweet tooth, and thus look favorably upon those who give them sugary confections.

Senator Conditions:

There are two special conditions a senator may be in.
Asleep: Sleeping senators will not vote on the bill being presented.
Drunk: Drunk senators have a 25% chance of voting opposite of what they originally intended to vote.

Bribes:

The standard practice is to either bribe senators with a certain amount of money, or to bribe them with items. Masterwork and magical items that you aren’t using can all be used to effectively bribe a senator, and some senators like odd things (such as manacles or lanterns) and will look favorably upon such a bribe. There are several special items you can get specifically for bribing. Some senators, especially angry ones, may not take bribes. Bribing or otherwise trying to curry a senator’s favor will bring up the attitude of all other senators in that party by half a step and lower the attitude of all senators in the opposing party by half a step.

Bomb, 5 gp: Bombs are used to wake up sleeping senators. Their attitude will shift down by one step when you wake them in such a manner.
Drink-B-Gone, 7 gp: Drink-B-Gone is a special netherworld concoction that permits an individual to skip the drunken stupor and go straight to the (now aggravated) hangover. Senators may be taken out of drunkenness in this fashion, but their attitude drops by two steps when taken out of drunkenness in this manner.
Booze, refer to Player’s Handbook for individual pricing: Alcohol appeals to many senators and may be used as a bribe. Different senators prefer different kinds of alcohol, so knowing their tastes is definitely a plus. If bribed with too much booze, a senator may become drunk.
Chloroform: “Bribing” a senator with this item puts them to sleep.
Gold Bar, 1,000 gp: This is an outright, flagrant bribe. It is especially useful on greedy senators, but brings down the attitude of Silver Dragon party members by half a step whenever used.
Sweets, 1-5 cp: Sweets appeal to senators with a sweet tooth, but provide little in the way of sustenance to be considered worthwhile rations.

Bills:

There are many bills that can be passed through the Dark Council. Those listed here are standard ones that are likely to be included, but it should be noted that these are just guidelines, not rules. DMs should feel free to add as many bills as they feel necessary. A general rule of thumb is anything the players want to do that could be considered even mildly important must be passed by the Dark Council. Games that want less Dark Council interaction can, of course, reduce this as necessary. It’s entirely feasible for the Dark Council to not care about most of what goes on at all, and it’s also entirely feasible for the Dark Council to micromanage to the point of ridiculousness, where everything of even the most insignificant importance MUST be passed through it. In general, the Dark Council mechanic is meant to enhance a Disgaea game and keep with the Disgaea flavor, so it is important to know your players and know how much of the Dark Council they’re willing to interact with.

Bill List:

Advance to Epic Level, 20th Rank: This bill permits the petitioner to gain levels beyond the 20th level.
Become a Majin, 12th Rank: This bill allows the petitioner to enter either the Warrior Majin or Wizard Majin prestige class, assuming they meet the prerequisites.
Become a Maou, 21st Rank: This bill allows the petitioner to enter either the Warrior Maou or Wizard Maou epic prestige class, assuming they meet the prerequisites.
Open a Gate to [location], rank varies: These bills can allow characters to access locations in the setting that you do not want immediately available. Rank should be based on the general challenge rating of the area.
Better Shop Inventory, rank varies: These bills upgrade the stocks of the stores so that you can purchase better items. You can initially purchase standard items, but with each successively passed bill you can purchase better equipment, starting with masterwork and moving on to enchanted items with a certain bonus (+1, +2, +3, etc.). The rank should scale with what level you think the items should be available to the PCs, so Masterwork might be rank 1, whereas +1 is rank 3, +2 is rank 5, and so on and so forth.
Expanded Shop Inventory, rank varies: These bills can be used to increase the selection of stores. The default store should sell only traveling goods, weapons, and armor. These can be used to bring scrolls, potions, rings, wondrous items, and other such goods to the store. Again, the rank varies depending on how you feel it should, so scroll inventory or potion inventory might be rank 1 whereas ring or amulet might be rank 3. Available goods should also scale with the better inventory bills.

Forcing a Bill:

If a bill is voted down in the Dark Council, there is another tactic open to you, namely pushing the bill by force. In this case, you must slaughter or otherwise remove from the courtroom every senator who voted against the bill. This is not advised for PCs who aren't extremely high level.

Rosenqueen Store, Netherworld Branch:

The primary source of goods in the Netherworld is the Rosenqueen Store, Netherworld Branch. The inventory of the Rosenqueen Store is directly dependant on the bills passed through the Dark Council. The Rosenqueen Store will always stock the basic items found in the PHB at the very least. If desired, they can also stock scrolls and potions from the start, although some DMs may prefer that a bill be passed through the Dark Council before such items are stocked. The Rosenqueen Store can, in theory, sell epic level items, but the appropriate bills must be passed before it will do so. Rosenqueen stores can be scattered all over the netherworld for games that involve heavy travel, or can also be located only at the hub for games that center around a specific location (such as the Overlord’s Castle). Even if one is Overlord, the Rosenqueen Store will still charge them full price for all goods.

Currency: In Disgaea, the primary curreny is Hell (HL). If you wish to use this currency, treat each HL as 1 copper piece, making 100 HL equal to 1 gold piece. Prices for magic items and the like can be adjusted accordingly.

And with regards to the comments...

Laharl will likely be a Fighter/Sorcerer/Eldritch Knight/Spellsword Gish class. Etna will be a straight fighter with emphasis in the spear.

I will put the standard handgun from D20 Modern in as an available weapon, it will likely be covered a bit later. Guns should be considered enchantable, as with all other weapons.

Unless otherwise stated all monsters in the various Monster Manuals can be used in the Disgaea campaign setting without change. While there is one intelligent (and hilarious) zombie in both Laharl's castle and Hoult village, most of the zombies encountered are much closer to the standard. There may be some suggestions for intelligent undead and the like later on.

TheEscapist
2006-11-22, 04:02 PM
First of all, kudos on taking such a keen interest in what is also my favorite video game of all time. :smallsmile: I just wrapped up my 217th hour logged on Disgaea 2. Hehe... Anyway, I had some (admittedly incomplete) ideas for how to make the item world work in a D&D-style environment.

First off, for a randomized dungeon you could use what my friend calls a "box dungeon" (I'm not sure if he invented the idea or if he got it from an already-established source). Essentially, it consists of a deck of however many index cards you'd like, each representing a four-walled room of a specific, uniform dimension (25ft x 25ft, for instance). Each room would have a door on 1-4 walls (a minimum of 1, since the PCs had to have come in from somewhere.) Other features could be added to the rooms, such as exit portals, treasure chests, traps, etc. Each time a PC opens a door and enters the next room, the DM would draw another card from the dungeon deck and attach it to the adjoining room, allowing the dungeon to be continued. To avoid accidentally randomly drawing an item level floor with no exit, all 1-door rooms should have an exit portal in them. This way, true to Disgaea, the exit portal could end up being right next to the entrance to an item world level.

Also, in advance, a list of random encounters for the item world would be put together, each creature type numbered so that they could be randomly rolled on a d10, d12 (so maybe you could actually get some use out of it), d20, or even a d100 if the DM's really devoted. Whenever a new room is drawn from the deck, it would contain 1d6-1 creatures (to make sure a room wouldn't be TOO overcrowded, and allow for the possibility of an empty room for the PCs to catch their breath), each one randomly rolled from the encounter list.

Every ten floors, there could be an Item town where the PCs could heal up and have a bit of down time. Every ten floors cleared (whether via murdering every inhabitant of the floor or just charging the exit gate) would store up a "+1" in the item, which could be redeemed at the item court in the Item town. The PCs could petition the court to use the +1's to simply add to the item's overall magic bonus, or add magical abilities such as flaming or vorpal spending the equivalent number of +1's according to the DMG. Also, the item court could be used to 'officially' rename an item (one of the little things about Disgaea 2 that I like best :smallbiggrin: ) so it would be identified accordingly if a legend lore or identify spell were to be cast on it in the future.

Okay, I know there's plenty of room for improvement with this idea of mine, but I feel it would work fairly well. I still haven't thought of how to handle Item Generals/Item Kings/Item Gods, or residents in items. Also, I know in Disgaea, item world levels are always open environments, this box dungeon method is the idea that immediately popped into my head. I'm not sure how many DMs would want to let their PCs take this much time away from their main quests, though...

Behold_the_Void
2006-11-23, 02:33 PM
You've actually listed some of the things I was going to include for the Item World, since I was going to just go ahead and make the rules for them.

My thoughts, however, were to use random dungeon generator programs like this (http://www.myth-weavers.com/dungeon.php) or this (http://www.aarg.net/~minam/dungeon.cgi), since it does all the calculating for you. Your ideas on the accumulating +1 to it are spot on, and that's what I've intended to do.

The reason I say it's not a good idea to use the item world is because a lot of people don't really like excessive dungeon crawling in their games and it definitely takes away from the primary storyline. I'm almost willing to suggest that you have to defeat as many floors as the addition you're going for, so it gets harder as it progresses. For example, to get the item to become +1 from masterwork, you just need to go through one floor, but to get it to become +2 from +1, you need to go through two floors, and so on and so forth up to a total of 10 floors to get it to +10 pre-epic. It's a bit more reasonable and requires less of a break from the storyline, with appropriately scaling challenges as well (I'd say set the CR to the level of bill required to get the next higher weapon standard, so if they want a +2 weapon set at a 5th level bill, the dungeon would be about CR 5).

I'll figure out the item general/god/secret room thing a bit later, probably after thanksgiving, and post up codified item world rules. If you've some other ideas, feel free to post them up, anybody interested in helping with this is more than welcome and getting it ready for play by January is my goal as I'm starting a campaign to playtest it then.

Conners
2006-11-23, 09:10 PM
WHOA! You are ultra good at this Behold_the_Void. Once you've finished this you should do another setting, like Lord of the Rings (now that's something I'd like to play! But not as much as Digaea). Super well done.

Behold_the_Void
2006-11-27, 11:42 PM
Item World:

Use of the Item World is something all prospective Disgaea DMs should carefully consider before adding. On the plus side, it is a mechanic that was integral to the feel of Disgaea and it offers a lot of special extras that the normal campaign does not. However, it is also an extended dungeon crawl which many players may not like, and it has the potential to become extremely tedious. The rules here have been crafted to make it less of a chore for lower-level and far more fragile characters, but keep it a challenge for higher level characters who want to improve their items.

Creating an Item World:

Item Worlds can easily be made by making use of a random dungeon generator, as can be found on any number of sites. Assume the Disgaea Campaign Setting (and Item World by extension) can have any kind of monster in any Monster Manual (it IS the netherworld, after all) show up and try to kill the PCs. To that end, any monsters generated in the random dungeon generator can be used without difficulty. DMs should also feel free to switch up monsters if they think of something else more appropriate.

Item World Mechanics:

Any masterwork or better weapon, armor or shield, as well as some rings, bracers, amulets, and other items with a scaling level of power have an Item World, which can be accessed by a special gate. Usually, the PCs should speak to a gatekeeper (who should probably be at a moderately high level) who will permit them to travel into the Item World. Other alternatives may be tried at the DM’s discretion, but officially the only way to enter the Item World is through a designated gatekeeper.

The Item in question cannot be used for the duration of the time spent in the Item World.

At the DM’s discretion, time either can flow normally in the Item world or flow abnormally, if at all.

The amount of floors a dungeon has is determined by the next step increase you are attempting to give it. Thus, a Masterwork Longsword would have 1 floor to reach the next level of advancement, but a Longsword +3 would have 4 floors.

After clearing the amount of floors necessary to reach the next level of advancement, the PCs are taken to a safe floor where they may rest, purchase other items from the Rosenqueen store, and petition the Dark Council for Item World-specific enhancements, such as “Make the weapon Flaming” or “Make the weapon Vorpal”. Each petition is the equivalent rank of a petition to make the Rosenqueen inventory stock weapons of that level, so a petition to make a weapon Vorpal would be the equivalent rank of a petition to bring +6 equipment into the Rosenqueen inventory.

At each safe house, the party may speak to a gatekeeper who will return them to the normal world, or to another gatekeeper who will allow them to continue on to the next dungeon set.

In order to exit an Item World prematurely, players require a Mr. Gensy’s Secret Exit item. This item can be made available in normal stores or only in special item world stores at the DM’s discretion. Either way, it should be rewarded to PCs who clear the last floor of a given dungeon.

Exits:

All floors have an exit. Any PC who reaches the exit, whether or not there are monsters remaining, will advance the entire party to the next floor. The PCs will also automatically advance to the next floor if they defeat all of the monsters on the current floor (this is referred to as “clearing” the floor). PCs who clear a floor should have access to bonuses in terms of either money, items, or both. Possible bonus gauge mechanics will be covered later on.

Boss Creatures:

Each dungeon has an Item General, Item King, or Item God waiting at the end. Item Generals appear up to floor 9, after which an Item King will appear for the final +10. Defeating the Item King is the only way to allow the Item to become Epic (DMs may also require a petition in the Item World Dark Council as well for this to come into effect). Every 10 levels thereafter the PCs will encounter an Item God, who must be defeated for the next stage of advancement (defeat the Item King to make a weapon exceed +10 enhancement, defeat the first Item God to allow a weapon to exceed the +20 enhancement, and so on and so forth).

All items default to being limited to being no more than their starting enhancement level +3, but this can be expanded through the use of Secret Exits. Items that have reached there peak potential cannot be accessed again, and any chance of increasing their limit further is forever lost. That Item has reached its maximum level of power.

Item Generals should have a CR of the CR of the dungeon +2. Item Kings should have a CR of the CR of the dungeon +3. Each level of Item God should have an ever increasing CR, so the first Item God’s CR is the CR of the dungeon +4, the second Item God’s is +5, and so on.

Secret Exits:

In every floor of the Item World, there is a 25% chance that there will be a Secret Exit somewhere on the stage. This secret exit is visible to all players, and it permits them to travel to an in-between dimension that allows for different things. Going through a Secret Exit does not advance the PCs to a lower level of the dungeon, and when they return to the main Item World they will return to the floor they were at, although a new randomized floor should be generated.

There are several things that can be found in Secret Exits. Here are but a few ideas, DMs are free to add more as they desire. All Secret Exit areas cleared of hostile creatures can also be used to rest in. Each special area should have an equivalent chance of being selected, but that can be changed at the DM’s discretion. For example, the four below should each have a 25% chance of being picked for each Secret Exit. However, new ones may be added, changing the percentage. Alternately, the DM may manually tweak the percentages to make certain rooms occur more often than others.

Cell Phone Shop: This shop can sell Cell Phones to the PCs, which can be used to call for any number of different effects in battle. Cell Phone prices and mechanics will be covered later.
Dark Council Shop: This shop sells different special materials that can be used to bribe the Dark Council, such as Chloroform, Bombs, Gold Bars, and the like. This floor can be easily eliminated if such goods are sold in normal stores or can be made available in normal stores by passing an appropriate bill through the Dark Council (if such a bill is used, the Silver Dragon party will always be opposed to it).
Gang of Monsters: This area has a group of monsters with a total CR of 1 above the average ECL of the party. Defeating the group increases the potential enhancement level of the item by +1.
Hospital: This area gives players access to a hospital, which lets them rest and heals their wounds or revives their dead – for a price.

Dark Court:

The Item World is home to the Dark Court system. By being issued subpoenas, players may enter the item world of the subpoena and obtain a felony. This is done by descending to the level of the dungeon that the subpoena requires (treat subpoenas as masterwork items for calculating the dungeon needed) and entering in the Dark Court gate. A subpoena will not allow PCs to advance to a level lower than the Dark Court gate without first clearing the Dark Court and receiving their felony. Felonies and Dark Court mechanics will be covered in the Dark Court section later.

Pirates:

The Item World is full of perils, one of which is the peril of Pirates. Every Item World floor has a 10% chance of being boarded by pirates, who should all be the CR of the floor the PCs are on +5. Pirates should always be creatures that can easily take class levels to increase their abilities, and the DM should plan several Pirate Groups in advance for the party to encounter. Pirates also need not be completely two-dimensional. DMs are encouraged to make Pirate groups that can be bargained with or otherwise interacted with.

At the DM’s discretion, the Pirate Group can have a 10% chance of having the captain of the particular group with them. By defeating or otherwise coercing the captain, the PCs should be able to take control of the pirate group’s activities to some extent.

Pirate groups should always have a set amount of members who travel together, as well as a set class distribution. This should be decided upon beforehand when the pirate groups are formed.

Pirates should appear, either in the Item World or in the normal world, with varying frequencies. This is entirely up to the DM's discretion, and they can be a random element or not, again at the DM's discretion. Pirates can easily be woven into the plot, so DMs are advised to use them as such if they use them at all, it makes things more interesting.

Disgaea without the Item World:

Due to the nature of the Item World, it may not be suitable for your campaign. In this case, there are a few things that can be done to take some of the elements of the Item World and bring them to the normal campaign, as well as some things that should be considered.

Allow for Re-Enchantment: A character should be available who will increase the enchantment level of items for the appropriate price difference. This still allows for weapons to grow stronger without having to always sell their weapons to buy stronger ones from the Rosenqueen stores.
Allow Pirates to Roam the Netherworld: Who says pirates only roam the Item World? They could easily show up and interrupt important battles between PCs and important NPCs. Yar!
Put Secret Exits everywhere: Secret Exits can easily be put randomly in any location the PCs go to, with the same effects. As with the Item World, time may flow normally or abnormally at the DM’s discretion while in a Secret Exit.
Place Dark Court entrances in various locales: The Dark Court can, instead of convening inside the subpoena’s Item World, convene in random, hard-to-reach locations that test the dedication the PCs have to obtaining their felony. As with higher-level subpoenas, harder-to-reach areas should be for higher level felonies.

Conners
2006-11-28, 10:21 AM
*Much clapping*

Behold_the_Void
2006-12-06, 03:02 AM
Small update this time, I need to go home to check my sourcebooks and finish with my finals before I'll be able to flesh out the Dark Council and Dark Court mechanics more (I'll have a list of suggested bills and felonies).


Dark Court:

Note: This is also primarily for DM use.
The Dark Court system awards felonies to the truly heinous individuals that populate the netherworld. A felony confers several bonuses upon an individual who are willing to seek out the court rooms hidden throughout the item worlds (or the netherworld itself if you are using the Item World-less variant). The Court is populated by Prinnies who pass judgment on whoever enters the subpoena and descends to their courtroom (or arrives at the courtroom-specified location in the Item World-less variant). Depending on the level of felony, your felony rank increases and you get an item of some sort. The person who is summoned to receive a felony does not have to be the one who actually collects it; the felony is accepted by whoever shows up. In an Item World-less variant, a subpoena is required to be in possession of whatever character takes the felony.
Benefits of a Felony:
When you are a felon, you have a certain amount of benefits in the netherworld. The maximum felony rank any character may have is 300.

+2 bonus on all Diplomacy, Gather Information, and Intimidate checks made against anybody in a netherworld that recognizes your felony. This increases to +4 at 100 felonies, +6 at 200 felonies, and +8 at 300 felonies.
1% increase to all experience gains for each 10 felonies, for a total of 30% at 300 felonies.
1% decrease to all store prices for each 10 felonies, for a total of 30% at 300 felonies.
1% increase to all sale prices for each 10 felonies, for a total of 30% at 300 felonies.
Effective level increase of +1 for the purpose of passing bills through the Dark Council. This increases to +2 at 50 felonies, +3 at 100 felonies, +4 at 150 felonies, +5 at 200 felonies, +6 at 250 felonies, and +7 at 300 felonies. Gaining Felonies:
What constitutes a felony is completely at the DM’s discretion. Most should be petty and ridiculous, such as “Level too High” or “Too Many Skills”. What constitutes too high or too much is at the DM’s discretion. Furthermore, other flavorful felonies should be added, such as “Your Existence” or “Prinny Hurling”. Felonies should be worth somewhere between 1 and 20 ranks, depending on the level of the felony and how hard it is to reach the courtroom.

Behold_the_Void
2006-12-08, 03:59 AM
Here's a bit of a treat: the first NPC stat block. I feel this is an important character to have for any Disgaea campaign setting. Thus, I give you: Mid-Boss!

Note: I did this fairly late at night; mistakes may have been made. I will fix them when they're brought to my attention, should there actually be mistakes.

Baron of Beauty Vyers a.k.a. Mid-Boss: Male demonic human swashbuckler 14; Medium outsider (human); HD 14d10; hp 116; Init +5; Spd 30 ft.; AC 29, touch 16, flat-footed 23; Base Atk +14; Grp +15; Atk +24 melee (1d6+11/15-20, +4 Keen Rapier); Full Atk +24/+19/+14 melee (1d6+11/15-20, +4 Keen Rapier); SA Insightful strike, Acrobatic Charge, Improved Flanking, Weakening Critical; SQ Grace +1, Dodge Bonus +2, Lucky, Acrobatic Skill Mastery; AL CG; SV Fort +11, Ref +10, Will +4; Str 12, Dex 18 (22), Con 14, Int 18 (24), Wis 10, Cha 16.

Skills and Feats: Balance +23, Bluff +20, Climb +18, Diplomacy +20, Escape Artist +23, Jump +23, Sense Motive +17, Tumble +23, Use Rope +8; Weapon Finesse, Dodge, Mobility, Spring Attack, Acrobatic Strike, Combat Reflexes, Bounding Assault

Possessions: +4 Keen Rapier, +4 Mithral Chainshirt, +4 Mithral Buckler, Gloves of Dexterity +4, Headband of Intellect +6, Cape of the Mountebank, Boots of Speed, Ring of Freedom of Movement, Amulet of Proof Against Detection and Location, Ring of Jumping

Other Possessions: Rose-shaped compact mirror, Bag of Holding, Arbitrarily large number of fresh roses, undetermined amount of gold, some kind of makeup that he assures us is still incredibly manly as well as beautiful, manicure kit

Vyers is an arrogant demon who believes himself to be one of if not the most beautiful and pure-hearted creates in the netherworld. He enters battle with a certain flair for drama, often tossing roses into battle. He’s fond of the word “beauty”, and uses it at every opportunity, no matter how inappropriate (such as when he’s attacking).

Vyers, or “Mid-Boss”, as he is called by Overlord Laharl, has an unfortunate tendency to hold grudges against whoever defeats him. He will track them down to the ends of the earth, fulfilling the obligatory role of the mid-boss who won’t go away no matter how many times you beat him.

Spoilers for the end of Disgaea 1. Also contains Mid-Boss's combat strategy, which is tied in to the afforementioned spoiler.

Mid-Boss is, in actuality, the reincarnation of the late king Krichevskoy, father to Overlord Laharl. An old friend of the Seraph of Celestia, he constantly watches over his son and tries to guide him to do the right thing. Mid-Boss is actually a skilled fighter, although he generally holds back in combat and makes himself appear much weaker than he truly is.

In combat, Mid-Boss will often fool around, occassionally attacking but never doing enough damage to cause any lasting harm. When brought about half his HP, he will make his getaway in whatever means he can or feels appropriate. However, when earnestly aroused to battle, he will use all of his considerable might to bring down his enemy. Because he doesn’t travel with the most practical gear, GMs can make use of the King Krichevskoy stat block for when they wish to portray Mid-Boss in his true fighting form. GMs wishing to play him at a lower level should use the alternate Mid-Boss stat block, showing an even lower-level iteration.

Yakk
2006-12-08, 01:43 PM
(Reflex DC 10 + hit die + constitution modifier for half)

This save is too high. Make it HD/2.

A L 20 wizard casting a 9th level spell has a DC of 19+int mod.
That same L 20 wizard would have an explosion DC of 30+con mod.

Behold_the_Void
2006-12-08, 01:47 PM
This save is too high. Make it HD/2.

A L 20 wizard casting a 9th level spell has a DC of 19+int mod.
That same L 20 wizard would have an explosion DC of 30+con mod.

Ooh, good catch. Fixed.

Guancyto
2006-12-11, 04:01 PM
Fantastic work!

But I do have one nitpick. Mid-Boss' charisma should be at least 20, if not higher. :smallbiggrin:

Behold_the_Void
2006-12-14, 06:52 PM
In response to Mid-Boss's charisma, just wait until I roll out his other stat blocks. For how he is in that incarnation, it's a perfectly acceptable Charisma. After all, he's routinely called a pervert.

I've made some changes to the Majin and Maou class, as I've decided that Archangel and Seraph classes will be essentially a mirror of the classes with a few ability changes.

Also, I've determined that mechanically, the Dark Hero prestige class and the Defender of Earth prestige class are essentially the same. I've included a list of changes to the Defender of Earth prestige class to make it the Dark Hero prestige class.

Warrior Archangel
The Warrior Archangel is a force of good in the world. She wields her blade in defense of Celestia and is one of the most powerful and respected angels in all of Celestia. Respected by angels and feared by her foes, the Warrior Archangel is truly a force to be reckoned with.

Hit Die: D10

Requirements: to become an Archangel, a character must fulfill all of the following criteria
Base Attack Bonus: +9
Skills: Intimidate, 15 ranks
Feats: Leadership
Special: Must be sponsored by a Seraph

Good BAB (As Fighter)
Good Fortitude Save, poor Reflex and Will saves

Special Abilities:
1 – Aura of Courage
2 – Beloved Leader
3 – Inspiring Presence +1, Steadfast Gaze
4 – Inspire Rage, Shining One
5 – Mark of the Seraph, Inspiring Presence +2

Class Skills: An Archangel’s class skills (and the key ability for each skill) are: Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Intimdate (Cha), Jump (Str), Ride (Dex), Sense Motive (Wis) and Swim (Str).

Skill Points Each Level: 4 + Int Modifier

Class Features:
All of the following are class features of the Archangel class.
Weapon and Armor Proficiency: The Archangel gains no additional proficiencies.

Aura of Courage (Su): As the 3rd level Paladin ability.

Telepathy (Su): An Archangel can communicate telepathically with any creature within 100 feet that has a language.

Beloved Leader (Ex): The Archangel has attained such a level of devotion in Celestia that her minions are willing to gladly give their life in her service. Any leadership penalties they suffer for loss of followers are halved (rounded down). The Archangel still suffers all penalties for the loss of a cohort.

Inspiring Presence (Ex): Any of the Archangel’s allies within 30 feet gain a +1 morale bonus to weapon attack and damage rolls. This increases to -2 at the 5th level.

Steadfast Gaze (Ex): As a free action, the Archangel can stare down her foes and cause them to feel fear and apprehension at facing her. The Archangel makes an intimidate check against all enemies within 30 feet that he can see. If successful, the enemies are shaken for a number of rounds equal to 1d6 + Archangel levels. No matter the outcome of the Intimidate check, the targets may not be affected by it again for the next 24 hours.

Inspire Rage (Ex): Once per day, the Archangel may incite a rage (as per the Barbarian ability) in any of his willing allies within 30 feet.

Shining One (Ex): The Archangel’s fame has grown to such a level that angels are happy to sacrifice their lives for her cause. The Archangel suffers no leadership penalties for loss of followers. The Archangel still suffers penalties for the loss of a cohort.

Mark of the Seraph (Ex): The Archangel is now fully recognized in the Celestial hierarchy for a bearer of the highest rank. Their cohort is now restricted to one level below their own, and they gain a +4 bonus on all Diplomacy, Gather Information, and Intimidate checks within their Celestia, as well as a +2 bonus outside of their Celestia. These bonuses only apply to those who are aware of who they are.

Wizard Archangel
The Wizard Archangel pursues the path of magic, but her radiant reputation is no less than that of the Warrior Archangel’s.

Hit Die: D4

Requirements: to become an Archangel, a character must fulfill all of the following criteria
Spellcasting: Able to cast 6th level spells
Skills: Intimidate, 8 ranks
Feats: Leadership
Special: Must pass a request through the Dark Council to become an Archangel.

Poor BAB (As Wizard)
Good Will Save, poor Fortitude and Reflex saves

Special Abilities:
1 – Aura of Courage, +1 level of existing spellcasting class
2 – Beloved Leader, +1 level of existing spellcasting class
3 – Inspiring Presence +1, Steadfast Gaze, +1 level of existing spellcasting class
4 – Shining One, +1 level of existing spellcasting class
5 – Mark of the Seraph, Inspiring Presence +2, +1 level of existing spellcasting class

Class Skills: An Archangel’s class skills (and the key ability for each skill) are: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Decipher Script (Int), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Points Each Level: 4 + Int Modifier

Class Features:
All of the following are class features of the Archangel class.
Weapon and Armor Proficiency: The Archangel gains no additional proficiencies.

Spells per day/Spells known: When a new Archangel level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever spellcasting class in which he could cast 6th-level spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one spellcasting class in which he could cast 6th-level spells before he became a Archangel, he must decide to which class he adds each level of Archangel for the purpose of determining spells per day.

Aura of Courage (Su): As the 3rd level Paladin ability.

Telepathy (Su): An Archangel can communicate telepathically with any creature within 100 feet that has a language.

Beloved Leader (Ex): The Archangel has attained such a level of devotion in Celestia that her minions are willing to gladly give their life in her service. Any leadership penalties they suffer for loss of followers are halved (rounded down). The Archangel still suffers all penalties for the loss of a cohort.

Inspiring Presence (Ex): Any of the Archangel’s allies within 30 feet gain a +1 morale bonus to weapon attack and damage rolls. This increases to -2 at the 5th level.

Steadfast Gaze (Ex): As a free action, the Archangel can stare down her foes and cause them to feel fear and apprehension at facing her. The Archangel makes an intimidate check against all enemies within 30 feet that he can see. If successful, the enemies are shaken for a number of rounds equal to 1d6 + Archangel levels. No matter the outcome of the Intimidate check, the targets may not be affected by it again for the next 24 hours.

Shining One (Ex): The Archangel’s fame has grown to such a level that angels are happy to sacrifice their lives for her cause. The Archangel suffers no leadership penalties for loss of followers. The Archangel still suffers penalties for the loss of a cohort.

Mark of the Seraph (Ex): The Archangel is now fully recognized in the Celestial hierarchy for a bearer of the highest rank. Their cohort is now restricted to one level below their own, and they gain a +4 bonus on all Diplomacy, Gather Information, and Intimidate checks within their Celestia, as well as a +2 bonus outside of their Celestia. These bonuses only apply to those who are aware of who they are.

Warrior Seraph
The Warrior Seraph represents the absolute authority on martial combat in all of Celestia. The Seraph rules all of Celestia with their judgement, and their wisdom and bravery are unquestioned, as is their prowess in battle. A new Seraph is named only when the old Seraph retires or is otherwise unable to perform their duty.

Hit Die: d10

Requirements: To Become a Warrior Maou, a character must fulfill the following criteria.
Skills: Intimidate, 24 ranks
Feats: Epic Leadership
Special: Must be unanimously elected by the Archangels to become the next Seraph. Must also possess the Mark of the Seraph special ability.

Special Abilities:
1 – Seraph’s Servants, Improved Telepathy
2 – We must fight on!, Inspiring Presence +3
3 – Command of the Seraph, Inspire Great Rage
4 – Sudden Reinforcement, Inspiring Presence +4
5 – Blessings of the Heavenly Host, Ear of the Heavenly Host

Class Skills: A Seraph’s class skills (and the key ability for each skill) are: Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Intimdate (Cha), Jump (Str), Ride (Dex), Sense Motive (Wis) and Swim (Str).

Skill Points Each Level: 4 + Int Modifier

Class Features: the following are all class features of the Seraph class.
Weapon and Armor Proficiency: The Seraph gains no additional proficiencies.

Seraph’s Servants: The Seraph gains an additional cohort that can be no higher than one level below his existing cohort (two levels below the Seraph). The strength of the second cohort is calculated on the leadership tables as normal.

Improved Telepathy (Su): The Seraph’s telepathy ability is extended to 1 mile.

We must fight on! (Ex): Once per day, a Seraph can inspire all allies within 30 feet of himself to continue fighting beyond their normal limits. For 1 round per character level, all affected allies are no longer disabled at 0 hit points, knocked unconscious between -1 and -9 hit points, or dead at -10 hit points or less. After the duration ends, they take all normal effects of their current damage taken. If brought below 0 hit points, they still lose one hit point a round as normal.

Inspiring Presence (Ex): The Seraph’s Inspiring Presence ability becomes +3 at level 2 and +4 at level 4.

Command of the Seraph (Sp): Once per day, the Seraph may cast Dominate Monster as a spell-like ability. The Seraph’s caster level is his character level, and the save DC is 20 + the Seraph’s charisma modifier.

Inspire Greater Rage (Ex): Whenever the Seraph uses his Inspire Rage ability, he instead inspires a Greater Rage in all willing allies, as per the Barbarian ability.

Sudden Reinforcement (Sp): Once per day, the Seraph may summon reinforcements to aid him in battle. This ability functions identically to Summon Monster IX cast at a caster level equal to your character level, except that it instead summons 1d4+1 creatures from the 9th level list. Creatures summoned in this matter must be angels of some sort.

Blessings of the Heavenly Host (Ex): The Seraph is considered so important to Celestia that their life is preserved above all else. Once per week, if you are reduced to -10 or less hit points or otherwise die or are destroyed, an angel will cast True Resurrection on you.

Ear of the Heavenly Host (Ex): The Seraph is considered to be the utmost authority in Celestia, and thus all angels lend her their ear. The Archangel has a +10 modifier to all bluff, diplomacy, and intimidate checks made against any member of the Heavenly Host to decide on any course of action. Furthermore, their Archangel level is counted twice in calculating their level for bills (A 26th level character with this ability would add 5 extra levels of Seraph to their effective level when proposing some course of action among the angels, making their effective level 31).

Wizard Seraph
The Wizard Seraph continues their mastery of the magical arts, becoming the undisputed authority in all of Celestia. While their path is different from that of their warrior counterpart, the amount of respect they demand are unquestioned.

Hit Die: d4

Requirements: To Become a Wizard Seraph, a character must fulfill the following criteria.
Skills: Intimidate, 14 ranks
Feats: Epic Leadership
Spellcasting: Must be able to cast 9th level spells.
Special: Must be unanimously elected by the Archangels to become the next Seraph. Must also possess the Mark of the Seraph special ability.

Special Abilities:
1 – Seraph’s Servants, Improved Telepathy, +1 level of existing spellcasting class
2 – We must fight on!, Inspiring Presence +3, +1 level of existing spellcasting class
3 – Command of the Seraph, +1 level of existing spellcasting class
4 – Sudden Reinforcement, Inspiring Presence +4, +1 level of existing spellcasting class
5 – Blessings of the Heavenly Host, Ear of the Heavenly Host, +1 level of existing spellcasting class

Class Skills: A Seraph’s class skills (and the key ability for each skill) are: Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Intimdate (Cha), Jump (Str), Ride (Dex), Sense Motive (Wis) and Swim (Str).

Skill Points Each Level: 4 + Int Modifier

Class Features: the following are all class features of the Seraph class.
Weapon and Armor Proficiency: The Seraph gains no additional proficiencies.

Spells per day/Spells known: When a new Seraph level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever spellcasting class in which he could cast 9th-level spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one spellcasting class in which he could cast 9th-level spells before he became a Seraph, he must decide to which class he adds each level of Maou for the purpose of determining spells per day.

Seraph’s Servants: The Seraph gains an additional cohort that can be no higher than one level below his existing cohort (two levels below the Seraph). The strength of the second cohort is calculated on the leadership tables as normal.

Improved Telepathy (Su): The Seraph’s telepathy ability is extended to 1 mile.

We must fight on! (Ex): Once per day, a Seraph can inspire all allies within 30 feet of himself to continue fighting beyond their normal limits. For 1 round per character level, all affected allies are no longer disabled at 0 hit points, knocked unconscious between -1 and -9 hit points, or dead at -10 hit points or less. After the duration ends, they take all normal effects of their current damage taken. If brought below 0 hit points, they still lose one hit point a round as normal.

Inspiring Presence (Ex): The Seraph’s Inspiring Presence ability becomes +3 at level 2 and +4 at level 4.

Command of the Seraph (Sp): Once per day, the Seraph may cast Dominate Monster as a spell-like ability. The Seraph’s caster level is his character level, and the save DC is 20 + the Seraph’s charisma modifier.

Sudden Reinforcement (Sp): Once per day, the Seraph may summon reinforcements to aid him in battle. This ability functions identically to Summon Monster IX cast at a caster level equal to your character level, except that it instead summons 1d4+1 creatures from the 9th level list. Creatures summoned in this matter must be angels of some sort.

Blessings of the Heavenly Host (Ex): The Seraph is considered so important to Celestia that their life is preserved above all else. Once per week, if you are reduced to -10 or less hit points or otherwise die or are destroyed, an angel will cast True Resurrection on you.

Ear of the Heavenly Host (Ex): The Seraph is considered to be the utmost authority in Celestia, and thus all angels lend her their ear. The Archangel has a +10 modifier to all bluff, diplomacy, and intimidate checks made against any member of the Heavenly Host to decide on any course of action. Furthermore, their Archangel level is counted twice in calculating their level for bills (A 26th level character with this ability would add 5 extra levels of Seraph to their effective level when proposing some course of action among the angels, making their effective level 31).

Dark Hero

The Dark Hero is the ultimate superstar of the netherworld. Or at least, that’s what he’d have you believe. A rockstar and idol of some repute, the Dark Hero is characterized by an utter arrogance and by a damn good theme song whenever they show up.

The Dark Hero is mechanically identical to the Defender of Earth except for the changes noted here. The change in ability names reflect changes that are purely flavor. Instead of “Dramatic Monologues”, the Dark Hero uses “Theme Songs” to achieve the same basic effect. Each Theme Song gives the same effect of the Dramatic Monologue of the corresponding level.

Requirements: To become a Dark Hero, you must fulfill all the following criteria.
Skills: Peform (Singing) or Perform (Electric Guitar) 9 ranks
Feats: Persuasive
Special: Bardic Music class feature. Must pass a bill through the Dark Council to become a Dark Hero.

Good BAB (as Fighter)
Good Will and Reflex saves, poor Fortitude save.

Special Abilities:
1 – Theme Song +1, The Dark Hero Never Misses!
2 – The Dark Hero will Beat You Up! +1 level of existing arcane spellcasting class.
3 – Theme Song +2, You Can’t Touch the Dark Hero!
4 – The Dark Hero Cannot Be Defeated!, +1 level of existing arcane spellcasting class.
5 – Theme Song +3, Perfect Theme Song

Behold_the_Void
2006-12-19, 02:51 AM
Low-level Mid-Boss and Low-Level Akutare for today's update. Depending on my mood I may finish some of the final rule mechanics, or I may stat a few more NPCs. High-Level Akutare will probably be up shortly regardless, and I may put up Captain Gordon as well.

Baron of Beauty Vyers a.k.a. Mid-Boss: Male demonic human swashbuckler 6; Medium outsider (human); HD 6d10; hp 52; Init +5; Spd 30 ft.; AC 23, touch 16, flat-footed 18; Base Atk +6; Grp +7; Atk +12 melee (1d6+5/18-20, +1 Rapier); Full Atk +12/+7 melee (1d6+5/18-20, +1 Rapier); SA Insightful strike; SQ Grace +1, Dodge Bonus +1; AL CG; SV Fort +7, Ref +7, Will +2; Str 12, Dex 18 (20), Con 14, Int 16, Wis 10, Cha 16.

Skills and Feats: Balance +23, Bluff +20, Climb +18, Diplomacy +20, Escape Artist +23, Jump +23, Sense Motive +17, Tumble +23; Weapon Finesse, Dodge, Mobility, Spring Attack, Acrobatic Strike

Possessions: Rapier +1, Gloves of Dexterity +2, Mithral Chainshirt +1, Ring of Deflection +1, Mithral Buckler +1

Other Possessions: Rose-shaped compact mirror, Bag of Holding, Arbitrarily large number of fresh roses, undetermined amount of gold, some kind of makeup that he assures us is still incredibly manly as well as beautiful

This is a lower-level iteration of the Mid-Boss presented above. Tactics remain the same.

Dark Hero Akutare: Male demonic human bard 6/Dark Hero 1; Medium outsider (human); HD 6d6, 1d8; 45 hp; Init +3; Spd 30 ft.; AC 20, touch 13, flat-footed 16; Base Atk +4; Grp +7, Atk +8 melee (1d8+5, 19-20/x2); Full Atk +8 melee (1d8+5, 19-20/x2); SA Bardic Music 10/day, Countersong, Fascinate, Inspire Courage +1, Inspire Competence, Suggestion, Theme Song +1, The Dark Hero Never Misses!; SQ Bardic Knowledge; AL CN; SV Fort +4 Ref +10 Will +7; Str 14 (16), Dex 16, Con 15 Int 12 Wis 10, Cha 19 (21)

Skills and Feats: Bluff +17, Concentration +12, Diplomacy +15, Hide +13, Move Silently +13, Perform (Electric Guitar) +15, Perform (Sing) +15, Tumble +13; Persuasive, Versatile Performer, Extra Music, Disguise Spell

Possessions: +1 Longsword, Cloak of Charisma +2, Mithral Chainshirt +2, Gauntlets of Ogre Power +2, Amulet of Natural Armor +1, Electric Guitar (enchanted to constantly have electricity even if not plugged in to anything)

Bard Spells per Day: 3/5/3. Base DC 15 + spell level

Spells Known: 0 – Prestidigitation, Ghost Sound, Message, Dancing Lights, Summon Instrument, Lulluby; 1st – Cure Light Wounds, Charm Person, Expeditious Retreat, Silent Image; 2nd – Cure Moderate Wounds, Invisibility, Pyrotechnics

Akutare is the Dark Hero, a washed-up pop idol who still dreams of stealing the spotlight. He has an overinflated opinion of his own talents and abilities, and is generally extremely arrogant and narrow-minded. He’s not prone to caring about anybody else who won’t help him get famous, but if you happen to cross him somehow he will prove to be a dogged (albeit relatively incompetent) stalker, searching for a chance to redeem himself.

Akutare is fond of making flashy entrances, employing spells such as Prestidigitation, Dancing Lights, Silent Image, and Pyrotechnics to augment his appearances. When the tide of battle turns against him (as it often does), he is known to make liberal use of Expeditious Retreat and Invisibility to get away as fast as he can.

In battle, Akutare tumbles around, launching into theme songs to improve his own performance while attacking whenever he can. Although he’s not necessarily good at it, he often engages in melee combat when threatened, possibly from some deep-seated need to resolve issues “like a man”.

When Akutare senses the battle has turned against him, he will often flee into the night as quickly as possible.

Akutare has no problem hiring mercenaries to fight for him, and he shouldn’t fight alone in most cases.

The Akutare presented here is the level he should be when first encountered. An alternate stat block will be presented for a higher-level Akutare who has prepared to face his rivals and leveled appropriately.

Drascin
2006-12-22, 10:31 AM
I haven't had time to read it completely, but I wanted to chime in saying that the idea of running a D&D campaign in Disgaea's Netherworld is just awesome. I will have to try it sometime. If I find time, I might even contribute a bit, if you want ^^. I'll warn you, though, I haven't finished disgaea 2 yet (which was published like 2 weeks ago in europe), and I'm not really liking it half of how I liked the first, so anything I add will be based solely on HoD and utterly ignore anything said in Disgaea 2 ;). You okay with that?

Behold_the_Void
2006-12-22, 10:41 PM
Glad you like what I'm doing, Drascin. I don't mind suggestions centering on the 1st game, but I've based mine around the changes to the world by the time the second game rolls around.

The second game does get better, I will say that, and the mechanical improvements they made on things have definitely affected how I'm designing this campaign setting.

Anyway, this one took me forever, but it's about time he was statted. Here we have Laharl-sama in all his glory. Tome of Battle is required for the class combinations I used for him, as well as the original classes from this campaign setting. Many of the other characters I stat will also be Tome of Battle classes, because they just fit the feel of this so well.

Overlord Laharl: Male demonic human Warblade 20/Bloodstorm Blade 10/Majin 5/Maou 5; Medium outsider (human); HD 30d12, 10d10; 685 hp; Init +6; Spd 60 ft.; AC 43, touch 22, flat-footed 37; Base Atk +20 (+10 epic); Grp +44, Atk +57 melee (2d6+38+1 con damage, 19-20/x2); Full Atk +58/+53/+48/+43 melee (2d6+38+1 con damage, 19-20/x2), +58/+53/+48/+43 ranged 10 ft. (2d6+38+1 con damage, 19-20/x2); SA Returning Attacks, Martial Throw, Thunderous Throw, Lightning Ricochet, Blood Wind Ricochet, Blade Storm, Cold Stare, Incite Greater Rage, Fight on, My Minions!, Command of the Overlord, Sudden Reinforcement; SQ Battle Clarity, Weapon Aptitude, Uncanny Dodge, Battle Ardor, Battle Cunning, Battle Skill, Battle Mastery, Stance Mastery, Throw Anything, Eye of the Storm, Blood Rain, Improved Telepathy, Debilitating Presence +4, Demon Without Peer, Mark of the Overlord, Blessings of the Dark Council, Ear of the Dark Council, Evasion (from boots), Haste (20 round maximum from boots), Flight (from cloak, 60 ft. good maneuverability), Cloak of Chaos (from ring), Weapons striking Laharl must make a Fort Save DC20 or shatter (from ring), DR 15/Adamantium (from ring); AL CN; SV Fort +35 Ref +26 (+35 when not flat-footed), Will +23; Str 26 (38), Dex 16 (22), Con 20 (30) Int 22 (28) Wis 14 (16), Cha 26

Skills and Feats: Balance +65, Climb +35, Concentration +49, Diplomacy +19, Intimidate +52, Jump +78, Knowledge (History) +33, Knowledge (local) +38, Martial Lore +48, Sense Motive +14, Spot +14, Tumble +65; Weapon Focus (Greatsword), Power Attack, Point-Blank Shot, Weapon Specialization (Greatsword), Leadership, Greater Weapon Focus (Greatsword), Greater Weapon Specialization (Greatsword), Slashing Weapon Mastery, Quick Draw, Blade Meditation (Stone Dragon), Combat Reflexes, Stone Power, Epic Leadership, Weapon Supremacy (Greatsword), Epic Weapon Focus (Greatsword), Epic Weapon Specialization (Greatsword), Great Strength, Great Costitution, Great Constitution

Possessions: +9 Wounding Brilliant Energy Greatsword, +7 Negating Mithral Chain Shirt, Ring of Chaotic Fury, Ring of Weaponbreaking, Belt of Epic Strength +12, Wings of Flying, Amulet of Natural Armor +10, Bracers of Epic Health +12, Headband of Intellect +6, Boots of Swiftness, Dusty Rose Ioun Stone, Incandescent Ioun Stone, Pale Green Ioun Stone, Pearly White Ioun Stone, Tome of Leadership and Influence +5 (used), Manual of Gainful Exercise +5 (used), Tome of Clear Thought +5 (used), Manual of Bodily Health +5 (used), Tome of Understanding +4 (used), Instant Fortress, undetermined amount of gold (Laharl likes to spend money, so don’t expect too much here)

Warblade Maneuvers Readied: Time Stands Still, Mountain Tombstone Strike, Iron Heart Focus, Moment of Perfect Mind, Ancient Mountain Hammer, Earthstrike Quake, Avalanche of Blades

Maneuvers Known: Moment of Perfect Mind (DM), Disrupting Blow (DM), Diamond Nightmare Blade (DM), Greater Insightful Strike (DM), Bonecrusher (SD), Iron Heart Surge (IH), Adamantine Hurricane (IH), Iron Heart Focus (IH), Ancient Mountain Hammer (SD), Avalanche of Blades (DM), Earthstrike Quake (SD), Mountain Tombstone Strike, Time Stands Still

Stances Known: Stonefoot Stance (SD), Punishing Stance (IH), Dancing Blade Form (IH), Hearing the Air (DM)

Overlord Laharl is an arrogant and spoiled Overlord who claimed the throne through force of arms after his father, King Krichevskoy, died by choking on a black manju. Taking after the late king, Laharl is extremely powerful. Skilled with the sword, Laharl ploughs through his enemies with abandon, soaking up their attacks and blowing them away.

Laharl's strategy tends to be fairly simple: blow them all up. He makes use of whatever maneuvers he feels appropriate in order to cut down his foes and his blade is known to bite through armor and drain its target's vitality away. Laharl generally assumes the Dancing Blade Form stance in order to increase his reach, and will activate his Wings of Flying to take to the air if need be.

Laharl is easily characterized by his extended and arrogant laugh. The song "Laharl-sama no Sanbika" is known to play when he arrives on the scene (if the DM has access to the song and a CD player, playing the song can be a good dramatic effect. Note that if the song is played, the characters can hear the song in-game).

Conners
2006-12-23, 03:42 AM
Wow.... Laharl is looking good. But what about attacks like "Blazing Knuckle", and "Overlord's Wrath" from the game? Is it possible to give Laharl these?

Conners
2006-12-24, 11:31 PM
MERRY CHRISTMAS EVERYONE!!!!!

AND A HAPPY NEW YEAR!!

:smallwink:

Bobbis
2006-12-25, 02:34 AM
Just a little note; King Krichevskoy did not die choking on a black pretzel; that was what was told to the Netherworld. He died from sealing Baal, the Lord of Terror. (Read Etna's Journal)

Behold_the_Void
2006-12-25, 09:11 PM
I know. I didn't want to screw with spoiler tags. I'm a Disgaea freak, otherwise I wouldn't be doing this.

There will be more on Krichevskoy when I get around to statting him out.

The Dirge
2007-01-11, 08:15 AM
Looking good, but i have only played the first one

Conners
2007-01-13, 08:40 AM
Out of question, will there be any dnd disgeaea crossovers in your setting? I mean like, can you be a gnoll who's been sent by Yeenoghu to scout the lands? I suppose this'd be more up to the DM then the setting, but I was just curious of if you were planning this sort of crossover to happen.

Behold_the_Void
2007-01-13, 06:21 PM
It's quite possible. I am, however, saying that any monster in any of the Monster Manuals could conceivably be used in this setting.

I've not had much of a chance to do any more stats, but most of the mechanics for this setting are complete and I deem it playworthy. I'm putting the finishing touches on the first adventure right now, the first session for it is tomorrow.

Any kind of D&D crossovers really has to be at the DM's discretion. If you want to do that, I'd make the Netherworld a collection of planes that are probably connected to, if not replacing either the Abyss, the Nine Hells, or both. Remember, this is, by nature, a really silly campaign setting. Crossover with serious D&D at your own risk,

Conners
2007-01-16, 02:15 AM
I'm putting the finishing touches on the first adventure right now, the first session for it is tomorrow.



Wait, do you mean a session with people you know personally, or a session on the message board? If it's on the message board, then I'd love to join.

Behold_the_Void
2007-01-16, 02:27 AM
Session with people I know. Thus far, not a whole lot of the mechanics aside from the presented stat-blocks for the Prinny have come into play. Next Sunday, I will be testing the Dark Council mechanics and seeing how well they work. I am likely adding a rule that says Charisma modifier is added to effective level for the purpose of passing bills.

Jothki
2007-01-16, 05:12 PM
Being explosive cannon-fodder, Prinnies probably should have either reduced or no effect on Leadership when they die.

Behold_the_Void
2007-01-16, 06:03 PM
They don't technically die when their Highly Explosive ability is used, but I can clarify it so that it doesn't effect Leadership. If they're slaughtered normally though, I would still keep the penalties.

Conners
2007-01-16, 08:50 PM
Wait, but, aren't these demons? Demons who don't care how many prinnies you kill as long as THEY are alright?

Behold_the_Void
2007-01-17, 12:58 AM
Even demons are leery about following people who lose a lot of followers. However, there are ways around the leadership penalties, see the Majin classes.

Conners
2007-02-10, 06:51 AM
Hows the game going? Did it work out?

Behold_the_Void
2007-02-10, 01:28 PM
It's still going, and has worked out quite well. I've not seen any real problems, but it is, as expected, a very silly game.

One thing I did do is give Tome of Battle maneuver progression to all melee classes who want them in exchange for a few class abilities. When doing this, the Warrior Majin classes should be considered to have full initiator progression.

There may be a rogue-Majin coming out soon, depending on how things go.

Conners
2007-02-14, 09:59 PM
Have any interesting or funny game quotes so far?

Thoughtbot360
2007-02-15, 10:58 AM
Hey, I'm a starting GM, and I was wondering, how do you go about introducing characters the players already know (because they've played the game/seen the movie/read the book) without it seeming cheesy? Let me explain:

I got my nephew, Rhett (who's 6 years younger than me and way more hyperactive than I've ever been) interested in D&Dsed off a gambler with a punk for bumping into him and messing up his roll.) a while ago, I got started a character with his (diceless and improvised) D&D session.

All the NPCs were final fantasy characters, and the very first image into his campaign setting was: "Okay, you're in the bar. Do you want to talk to Cloud, Sephiroth, or Some mystery girl dresed in white mage's clothes?" (notice how my character apparently recognizes Cloud and Sephiroth on sight. By the way, the girl turned out to be Etna because of....weirdness happening.)

The horror.

As the game went on, kept acquiring "allies" and had a small army of video game characters.

The above situation is an extreme situation, but where I realized a problem with established character NPCs came from my running of the pre-written adventure in the Street Fighter: the Storytelling game rulesbook: High Stakes.

Now, the High Stakes adventure in the book was supposed to introduce the players to the Street fighter ring and M. Bison's Shadoloo (Shadowlaw) crime network by having them save some weedy accountant, who found out too much about Balrog's (a former champion boxer turned-Shadoloo operative who was banished from Professional Boxing when his boxing glove was found rigged with chloroform.) manager (Mr. Ray) and his shady dealings, from a group of thugs. After that excitement, the would have to fetch a document to give to the police and possibly get in a fight with Balrog's boxing protege'.

But before that: the reason they even came to Vegas to have this adventure. Balrog is holding a Street fighter tournament to lure one of the world warriors (the high-level NPCs you choose to play as in the video game) so he can challenge one of them himself to bolster his reputation and get back some of the fame he had as a proffesional boxer. Guile answers the call.

The gamebook insisted on the PCs meeting Guile. They offer the Storyteller (GM) three ways to introduce him:

1) Wondering over to the crowd admiring him show off his moves and having him give them "pointers"
2) Meeting him as he stop a fight between two fighters, apparently bitter rivals thats occuring in the middle of the casino the player's are visiting.
3) Bumping into Guile and messing up his dice roll just as he was about to win big. (And we get to see, whats ambigously refered to a Guile's "Angry side" He's much more powerful for the PC newbie fighters to handle. on top of that, I'm as much as I hate having Guile take away importance from the PCs just because he's the reason for Balrog held this tournament in the first place, I hate to reduce the event of introducing him to "You've really pissed off a guy for messing up his gambling." PC: "I ask him if we wants to make something of it." GM: "Btw, he's Guile. You know, swore personal vengence against Bison, angsty army guy, SONIC BOOM!, ridiculous haircut, six dots in Kick and Strength respectively?" PC: "Oh. ...I slip back into the faceless crowd trying not to whimper.")

Also, at the end of the adventure, after they've already exposed Mr. Ray's shady dealings, the PCs finally fight some nobodies their level in what I can only assume is the "junoir" division of the tournament they originally came for, but there are options to have a player control Guile in the "High-end, star fight" against Balrog. *rolls eyes* I just felt the adventure was poorly structured for an "introduction" to the setting (and Guile's glorified cameo kinda felt like it was written by a ten-year-old.)

PCs shouldn't be following established heroes who get to do all the cool stuff, they should be meeting new people, and creating their own legends (if their own incompetence doesn't kill them and/or the world first).

But, there's not a problem with having NPCs with a "pre-campaign reputation" amongst players, its just that I need some framework for using them well and I just don't have that.

Edit: Whoo, sorry, didn't mean to dominate the conversation, but since you mentioned Midboss and other character's I just wanted some quick guidelines on how to manage characters like him when the PCs might have agendas that have absolutely nothing to do with him.

Behold_the_Void
2007-02-15, 01:32 PM
To answer Conners, we have a Dark Knight (evil Paladin) who was level-drained and all his stuff was taken. Most of his quotes center around "you'll do what I tell you to or I'll have my butler beat you up". And other such fun stuff.

As far as canonical characters, it really depends on the game you're running. I personally like using them because they aren't central to the story and my players like encountering them.

I am using an original netherworld, but as all netherworlds are connected planar travel is quite possible. They've encountered (and subsequently beaten the crap out of) both Akutare/Axel and Mid-Boss, who I will use as recurring, stalker-ish villains. Etna and Flonne have also made an appearance because Laharl's decided that he wants more netherworlds and Etna is now telling the group to do stuff as well as mooching off their castle. They all have good, set reasons for being there and since it's a fun game my players enjoy their presence, but at the same time they aren't overbearing on the primary "plot" (although I haven't had much of a chance to explore that as I'm using the time to get them up to a reasonably high level and introduce a bunch of new players to basic mechanics. The real plot will start up when they're at a higher level).

TreesOfDeath
2007-02-15, 01:34 PM
Just a little note; King Krichevskoy did not die choking on a black pretzel; that was what was told to the Netherworld. He died from sealing Baal, the Lord of Terror. (Read Etna's Journal)

Did anyome playing the game really think he had.. done it that way?


Oh and cool campaign setting, but Im not sure DnD is the best ssytem for it, also no Flonne stats? *crys*

Thoughtbot360
2007-02-17, 09:32 PM
hey, I didn't mean to kill the thread... Come back! Don't leave me....

This is all your fault, sig! DIE!

Sig: No you can't do this! You gotta tell them, you gotta tell him that SOYLENT GREEN IS PEOPLE! SOYLENT GREEN IS-ark! *is killed by TB...or was it the Soylent corporation? Dun Dun DUN*

Behold_the_Void
2007-02-21, 11:49 PM
If I have time Etna and Flonne stats will be forthcoming. For those looking to stat them themselves, Etna is a 20th level Warblade/10th level Fighter/5th level Majin and Flonne is a 30th level Cleric.

Also, I may be revising the characters with feats made in the Rebuilding Epic (http://www.giantitp.com/forums/showthread.php?t=34709) thread.

TheOOB
2007-02-22, 12:02 AM
Flonne is definatly more favored soul material I'd think, seeing as her abilities are innate rather then trained. Plus while she would be charismatic, I don't see her as being too terribly perceptive.

Behold_the_Void
2007-02-23, 12:52 AM
I would have said Favored Soul if I hadn't forgotten the class existed entirely. Favored Soul it is!

Conners
2007-02-23, 04:15 AM
All these classes I haven't heard of...... Can someone please tell me which books have these?

I_Got_This_Name
2007-03-04, 08:37 PM
Warblade is Tome of Battle, and Favored Soul is Complete Divine.

Conners
2007-03-04, 09:42 PM
Thank you, I_Got_This_Name. I'll try to get them as soon as possible.

Conners
2007-03-09, 04:42 AM
So, Behold-The-Void, how are things going with the campaign? Are you going to start a disgeae game on the message board?

Conners
2007-03-24, 12:14 PM
Hello? Anyone still here?

Behold_the_Void
2007-03-26, 10:24 PM
Ah, sorry. Finals.

It's going well, but I don't think I'll be starting a message board game of it, at least not until summer.

TreesOfDeath
2007-04-10, 04:17 AM
Arise, death cannot hold you

Conners
2007-04-10, 05:05 AM
Yes. Resurrection seems very common in the Nether World.

TreesOfDeath
2007-04-26, 06:08 PM
Yeah, as long you have the hl you teh life

TheAntiElite
2007-11-28, 02:14 PM
Dunno if you've had the chance to get much gaming in, but I did want to put forth a suggestion, one I may actually beat at myself, in a bit.

Since it's part of the same universe...Makai/Phantom Kingdom?

If only for the necessary infusion of 'Badass Freakin' Overlord' flavor...

Behold_the_Void
2007-11-29, 02:10 AM
I estimated Zetta as around a level 50 Psion, using the "Switching your Brain with a Sandwich" method based on his level at the end of Disgaea 2.

I'm too busy with my Bleach system to do more for this, especially since I feel most of the Disgaea stuff can be done with minimal changes to the system, but if you're interested in doing something like that I'll definitely offer my opinions on how it turns out.

dyslexicfaser
2007-11-30, 11:09 PM
Of course, once Zetta is in... you'd almost have to add Pram, Bahamut, and all those other Overlords that pop up.

Maybe Axel, Prier, etc. etc., too.

AkodoKoji
2007-12-21, 02:19 PM
I know it's months away but would anyone be interested in me posting my 4th Edition Disgaea setting info. It would probably mostly be making stats for the many demon races (Nekomata, prinnies, angels, etc) and possibly some paragorn/epic paths. I'll also be making a FF12/FFtactics and a FF13(after the games comes out setting).