PDA

View Full Version : Contest 3.X Ancillary Contest IV - City Slickers



Zaydos
2015-06-09, 01:27 AM
City Slickers

Welcome one and all to the fourth Ancillary Contest. Having class isn't everything, and sometimes it's cool to make the smaller pieces of brew that can really expand a character. So here we are a contest for those smaller pieces of a character which can really make a character your own: Feats, spells, invocations, vestiges, soulmelds, maneuvers and more.

This contests theme is Cities and Urban Adventuring and Life. Spells to make city life just a little more bearable, feats for making the most of fighting on your home turf, a vestige which allows you to build your own mobile ghost town and dwell in it like some sort of twisted hermit crab... the possibilities are limited by your imaginations and nothing little else, let's see what you can show us.


Rules


You will be creating a piece of homebrew intended for PC use which is not a Base Class or a Prestige Class. This could be one of many things, feats, spells, invocations, vestiges, soulmelds, maneuvers, or something else.
Your entry must be complete. Incomplete entries will be disqualified.
You are allowed one entry per contest. An entry can include multiple feats, spells, invocations, etc, or even a combination of spells, feats, and so forth but must be connected in some way and one cohesive unit. This could just be a bunch of feats about the contest's theme (mechanically cohesive), or a selection of spells, feats, and vestiges representing the secret arts of a certain sect (fluff cohesion), or so forth.
Your entry must be new and not posted anywhere previously. All entries must be posted in this thread and no where else until after the contest is finished.
Plagiarism is a no no. The point is to stretch your creativity, and the only prize is knowing people like your stuff, so really it'd be rather pointless to do.
Format templates for various things will be posted below. These will be included primarily for your ease and to help ensure you remember to include relevant parts of the spell entry, etc.


This contest will run through July 8th 23:59 Eastern Standard Time at which point a Voting Thread will be posted and voting will run for a time to still be determined.

Chat thread. (http://www.giantitp.com/forums/showthread.php?399650-3-X-Ancillary-Contest-Chat-Thread)

Zaydos
2015-06-09, 01:29 AM
Templates

Feats:

Name
Description of feat.
Prerequisites:
Benefit: What the feat actually does mechanically.
Special: Any additional information about the feat, for example whether it can be taken more than once.

Name
Description of feat.
Prerequisites:
Benefit: What the feat actually does mechanically.
Special: Any additional information about the feat, for example whether it can be taken more than once.


Spells:
Name
School (subschool) [Descriptors]
Level: Where it goes on spell lists.
Components:
Casting Time:
Range: Usually Personal, Touch, Close (25-ft +5-ft/2 caster levels), Medium (100-ft + 10-ft/caster level), or Long (400-ft + 40-ft/caster levels), although other ranges are happen largely on Area effects which originate from the caster.
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal spells.
Spell Resistance: Excluded from personal spells.
Descriptive text
Game mechanic effect.

Spells:
Name
School (subschool) [Descriptors]
Level: Where it goes on spell lists.
Components:
Casting Time:
Range: Usually Personal, Touch, Close (25-ft +5-ft/2 caster levels), Medium (100-ft + 10-ft/caster level), or Long (400-ft + 40-ft/caster levels), although other ranges are happen largely on Area effects which originate from the caster.
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal spells.
Spell Resistance: Excluded from personal spells.
Descriptive text
Game mechanic effect.


Invocations:
While I prefer a variation of the spell format with Grade thrown in the official format is

Name
Grade; Level Equivalent; If it is an Eldritch Essence or Invocation.
Game mechanic effect (don’t forget range and duration).

Name
Grade; Level Equivalent; If it is an Eldritch Essence or Invocation.
Game mechanic effect (don’t forget range and duration).

Vestige:
Name
Vestige Level:
Binding DC:
Special Requirement: Y/N
Who/what your vestige is.
Legend: Legend behind the vestige.
Special Requirement: If it has a special requirement list it here.
Manifestation: What the vestige looks like when it manifests.
Sign: The physical manifestation of the pact on your body.
Influence: The mental influence the vestige applies to you, and what actions it objects to.
Granted Abilities: A brief description of the general abilities.
Ability name: Ability effect. Repeat a few times.
Ability name: Ability effect. Repeat a few times.
Ability name: Ability effect. Repeat a few times.

Name
Vestige Level:
Binding DC:
Special Requirement: Y/N
Who/what your vestige is.
Legend: Legend behind the vestige.
Special Requirement: If it has a special requirement list it here.
Manifestation: What the vestige looks like when it manifests.
Sign: The physical manifestation of the pact on your body.
Influence: The mental influence the vestige applies to you, and what actions it objects to.
Granted Abilities: A brief description of the general abilities.
Ability name: Ability effect. Repeat a few times.
Ability name: Ability effect. Repeat a few times.
Ability name: Ability effect. Repeat a few times.


Mysteries:

Name
Path Category, Path Name
Level/School:
Range:
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal spells.
Spell Resistance: Excluded from personal spells.
Fluff description
Game mechanics

Name
Path Category, Path Name
Level/School:
Range:
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal spells.
Spell Resistance: Excluded from personal spells.
Fluff description
Game mechanics

Utterances:

Name
Lexicon: Whether it’s Evolved Mind/Crafted Tool/Perfected Map
Level:
Range:
Target: Crafted Tool only.
Duration:

If Evolved Mind:
Normal: Fluff description
Mechanic description.
Reversed: Fluff description
Mechanic description.

If not:
Fluff description
Mechanic description.

Name
Lexicon: Whether it’s Evolved Mind/Crafted Tool/Perfected Map
Level:
Range:
Target: Crafted Tool only.
Duration:

If Evolved Mind:
Normal: Fluff description
Mechanic description.
Reversed: Fluff description
Mechanic description.

If not:
Fluff description
Mechanic description.

Maneuvers:
Name
Discipline (Maneuver type: Strike/Boost/Counter/Stance) [Descriptors]
Level:
Prerequisites: If any
Initiation Action: Typically standard (strike), swift (boost or stance), or immediate (counter).
Range: Commonly melee attack or personal.
Target: Normally 1 creature or You.
Duration: Exempted from strikes with instantaneous effects. Stances have Stance.
Saving Throw: If a save is allowed.
Fluff description
Mechanics.

Name
Discipline (Maneuver type: Strike/Boost/Counter/Stance) [Descriptors]
Level:
Prerequisites: If any
Initiation Action: Typically standard (strike), swift (boost or stance), or immediate (counter).
Range: Commonly melee attack or personal.
Target: Normally 1 creature or You.
Duration: Exempted from strikes with instantaneous effects. Stances have Stance.
Saving Throw: If a save is allowed.
Fluff description
Mechanics.

Psionic Powers
Name
Discipline [Descriptors]
Level: Where it goes on power lists.
Display:
Manifesting Time:
Range: Usually Personal, Touch, Close (25-ft +5-ft/2 manifester levels), Medium (100-ft + 10-ft/ manifester level), or Long (400-ft + 40-ft/ manifester levels), although other ranges are happen largely on Area effects which originate from the manifester.
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal spells.
Power Resistance: Excluded from personal spells.
Power Points: PP cost and if it costs XP.
Descriptive text
Game mechanic effect.
Augmentation: Augmentation effects.

Name
Discipline [Descriptors]
Level: Where it goes on power lists.
Display:
Manifesting Time:
Range: Usually Personal, Touch, Close (25-ft +5-ft/2 manifester levels), Medium (100-ft + 10-ft/ manifester level), or Long (400-ft + 40-ft/ manifester levels), although other ranges are happen largely on Area effects which originate from the manifester.
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal spells.
Power Resistance: Excluded from personal spells.
Power Points: PP cost and if it costs XP.
Descriptive text
Game mechanic effect.
Augmentation: Augmentation effects.

Soulmelds
Name
Descriptors: None is an option.
Classes: What classes get this meld.
Chakra: What chakras it can occupy. (Totem) is included for Totemist melds.
Saving Throw: None is an option.
Fluff description
Mechanics.
Essentia: Bonus from investment.

Chakra Bind (Chakra)
Fluff description
Mechanics.

Name
Descriptors: None is an option.
Classes: What classes get this meld.
Chakra: What chakras it can occupy. (Totem) is included for Totemist melds.
Saving Throw: None is an option.
Fluff description
Mechanics.
Essentia: Bonus from investment.

Chakra Bind (Chakra)
Fluff description
Mechanics.

Jurai
2015-06-09, 08:42 AM
Endless Tower Discipline

Endless Tower Discipline was invented by a great warrior on an ecumenopolitan (portmanteau backformation from Ecumenopolis (World City) and Metropolitan (Relating to a large city or mother country)) plane. He was raised in a section of the plane-town where everything was ruins or on its way to becoming ruins, and decided to adapt to his surroundings to fight. He fought a demonic invasion, and defeated the demons at the cost of his life. The survivors formalized his techniques, creating the Endless Tower Discipline.

Acquiring Endless Tower: Warblades and Crusaders may trade away access to one of their disciplines other than Stone Dragon, Iron Heart, or Diamond Mind, provided they have access to those disciplines. Any reference to Initiator modifier can be replaced with Charisma for Crusaders and Intelligence for Warblades. Harbingers, Mystics, Stalkers, Warders, Warlords, and Zealots may acquire this discipline in the manners described in Path of War and Path of War: Expanded.

Special: Any reference to Urban Damage or Urban Modifier means to refer to the table below. If you’re in an area where more than one applies, such as a Drow Metropolis in the Underdark or an Elven Hamlet in the forest, use the greater of the two modifiers. All Urban Damage is considered City damage (As the City Magic feat (Cityscape pp. 59-60)) for the purpose of Damage Reduction or Energy Resistance and is not affected by size increases unless the maneuver says otherwise. One die of Urban Damage is one roll of the given Urban Damage value, so if a maneuver calls for ten dice of Urban Damage in a Metropolis, you would roll ten sets of 4d6, or 40d6, and use the result generated by those.

Discipline Weapons are Axes, Hammers, Light Blades, Monk Weapons, and Improvised Weapons and the Discipline skill is Tumble or Acrobatics.


Community Size
Urban Modifier
Base Urban Damage


Thorp or Wilderness
-1
1d4


Hamlet
+0
1d6


Village
+1
1d8


Small Town
+2
2d6


Large Town
+3
2d8


Small City or Dungeon
+4
3d6


Large City or Underdark and similar cavernous environments
+5
3d8


Metropolis
+6
4d6




Maneuver Level
Maneuvers and Stances


1
Domicile Delivering Strike, Foundation of Sand, Foundation of Stone, Urban Legerity, Village Giant Stance


2
Alacritous Civic Defense, Civil Onslaught, Tavern Keeper’s Bane, Urban Hero’s Posture


3
Endless Mob Defense, Rushing Crowd Alacrity, Towering Devastation


4
Masterful Strike of Strewn Masonry, Roads Paved with Stone and Blood, Urban Wrath, Watchman’s Despair


5
Foundation of Adamantine, Foundation of Glass, Suffer the Traffic


6
Apocalypse of Spires, Metropolitan Stasis, Collapsing Wall Evasion


7
Roads Paved with Conquest and Glory, Urban Stride of Heroes, Ameliorative Civic Defense


8
Metropolitan Stance, Urban Champion’s Morale


9
Collapse the Sky



Domicile Delivering Strike
Endless Tower Strike
Level: 1
Prerequisites: 0 Endless Tower discipline maneuvers known, Initiator Level 1st
Initiation Action: Standard Action
Range: Ten feet per point of Initiation Modifier
Target: 1 Creature.
Duration: Instantaneous
Saving Throw: None
The warrior’s first feat was slaying a giant by grabbing a boulder it had thrown and throwing it back at him, crushing his skull.
You may grab an object up to one size category larger than your current effective size. You may then throw it at a target, dealing damage equal to the amount of damage a similarly sized boulder would do, plus the amount of falling damage that object would take, plus one die of Urban Damage, against both thrown object and target. If the object survives, you may bull rush the target, using the Urban Modifier as your Strength modifier, as well as any appropriate feats or abilities that modify the bull rush combat maneuver. You do not leave your square and you do not gain any benefit of the Dungeoncrasher Fighter ACF or similar abilities.

Foundation of Sand
Endless Tower Strike
Level: 1
Prerequisites: 0 Endless Tower maneuvers known, Initiator Level 1st
Initiation Action: Standard.
Range: Melee or ranged attack.
Target: One creature.
Duration: Instantaneous
Saving Throw: Will save for half.
The warrior was quite influential amongst his own people, and even his staunchest foes respected his prowess and skill.
You make an attack roll, dealing damage as normal, and your opponent takes a penalty equal to your Urban Modifier, if positive, to all Fortitude and Will saves, as well as to rolls made to resist Grapples, Overruns, Bull Rushes, Repositions, and any other effect that would move them from their current square against their will until the end of their next turn.

Foundation of Stone
Endless Tower Boost
Level: 1
Prerequisites: 0 Endless Tower maneuvers known, Initiator Level 1st
Initiation Action: Swift.
Range: Personal.
Target: Self.
Duration: One round.
Saving Throw: None
The warrior could not be moved from his desires or purpose, not even by the strongest tremor or the sweetest plea.
You add your Urban Modifier, if positive, to all Fortitude and Will saving throws, as well as to rolls made to resist Grapples, Overruns, Bull Rushes, Repositions, and any other effect that would move you from your current square against your will until the end of your next turn.

Urban Legerity
Endless Tower Stance
Level: 1
Prerequisites: 0 Endless Tower maneuvers known, Initiator Level 1st
Initiation Action: Swift.
Range: Personal.
Target: Self.
Duration: Stance
Saving Throw: None
The city was huge, and the warrior learned how to best maneuver in its many districts.
You add your Urban Modifier, if positive, to all Jump, Tumble, Climb, Swim, Athletics, Acrobatics, Ride, Fly, and Escape Artist checks.

Village Giant Stance
Endless Tower Stance
Level: 1
Prerequisites: 0 Endless Tower maneuvers known, Initiator Level 1st
Initiation Action: Swift.
Range: Personal.
Target: Self.
Duration: Stance
The warrior was a force of nature in battle, strong as ruins, stable as walls.
While in Village Giant Stance, you have the Powerful Build Racial Trait. If you already have Powerful Build, you are instead considered two sizes larger rather than one. If you use an improvised weapon, calculate its damage as though it was your increased size rather than its base size. You do not take non-proficiency penalty for using improvised weapons, instead adding the Urban Modifier to your Attack rolls with improvised weapons.

Alacritous Civic Defense
Endless Tower Counter
Level: 2
Prerequisites: 0 Endless Tower maneuvers known, Initiator Level 3rd
Initiation Action: Immediate.
Range: Melee Attack.
Target: 1 creature.
Duration: Instantaneous.
Saving Throw: None.
The warrior was challenged by foes on a regular basis, but his mastery of the city-plane’s terrain and climes made him an insurmountable foe.
Whenever you are attacked by an enemy, you may make an attack roll, using your Urban modifier in addition to any other modifiers you may have on the roll. If the attack hits, you may reduce the amount of damage dealt by the attack by your Urban Damage + your Initiation modifier. If you reduce the damage to zero, the attacker takes the difference. In addition, you may still take a swift action. If you miss, you lose your swift action next turn.

Urban Hero’s Posture
Endless Tower Stance
Level: 2
Prerequisites: 0 Endless Tower maneuvers known, Initiator Level 3rd
Initiation Action: Swift.
Range: Personal.
Target: You.
Duration: Stance.
Saving Throw:None.
The warrior stood tall and proud amongst his fellows and equals.
You may add your Urban Modifier to your AC as a Dodge Bonus while in this stance. In addition, difficult terrain in urban environments does not affect you or allies within thirty feet of you.

Civil Onslaught
Endless Tower Strike
Level: 2
Prerequisites: 0 Endless Tower maneuvers known, Initiator Level 3rd.
Initiation Action: Standard.
Range: Melee or Ranged Attack.
Target: 1 creature.
Duration: Two turns per Initiator Level, maximum of twenty turns.
Saving Throw: Will save to negate.
The warrior was arrested, after a glorious brawl in a tavern. He adapted the speed of the civil bureaucracy, using it to punish his foes.
Make an Attack roll, applying your Urban Modifier to it. On a hit, the opponent must roll a Will save (DC 12+Initiation modifier) or be slowed, as the spell, for two turns per initiator level, as the bureaucratic machine’s inefficiency distracts the opponent.

Tavern Keeper’s Bane
Endless Tower Strike
Level: 2
Prerequisites: 0 Endless Tower maneuvers known, Initiator Level 3rd
Initiation Action: Standard.
Range: Melee Attack.
Target: A number of creatures less than or equal to your Initiation modifier.
Duration: One turn per Initiator level.
Saving Throw: Will negates.
The warrior was a boisterous drinker, renowned for his carousing and boasting when intoxicated.
Make a melee attack. If you hit, you may cause the target to become infuriated, causing him to lash out at the nearest target with no regard for friend or foe, with a Will save (DC 12+Initiation modifier) to negate. The first target, and a number of creatures struck by the target equal to your Initiation modifier minus one, are all affected by a Confusion effect, but are only capable of attacking targets close to them.

Towering Devastation
Endless Tower Strike
Level: 3
Prerequisites: 1 Endless Tower maneuver known, Initiator Level 5th
Initiation Action: Standard.
Range: Any square within your reach, before all modifiers to that value.
Area: 15-foot Cone.
Duration: Instantaneous.
Saving Throw: Reflex for half.
When the warrior was nearing his prime, a great invasion of demons happened. A great fiend struck him with a chunk of wall, so he grabbed the remains of a tower the fiend destroyed and swung, slaying many fiends with this attack.
You may target a fifteen foot cone in front of you with an improvised weapon. The attack deals three dice of Urban Damage, with a Reflex save for half. If the targets fail the save, you may attempt a Bull Rush against the targets, adding your Urban Modifier, if positive, to the roll. If you succeed, you may send them flying five feet per point of damage dealt by the attack. If they hit a wall, they take falling damage as if they fell that far, but if they hit the ground, they take half as much falling damage. You also receive the benefits of the Dungeoncrasher ACF and other features like it.

Roads Paved with Stone and Blood
Endless Tower Strike
Level: 3
Prerequisites: 1 Endless Tower maneuver known, Initiator Level 5th
Initiation Action: Strike.
Range: Up to your maximum speed, plus one square per point of Urban Modifier, if positive.
Area: A line equal to your movement speed, plus one square per point of Urban Modifier, if positive.
Duration: Instantaneous
Saving Throw: Reflex for half.
The demons charged the warrior, who countered with his own charge, using the lesser demons like paving stones to reach the most powerful ones.
You may move to a target within reach of your movement speed, treating spaces occupied by opponents as though it was difficult terrain. You may ignore a number of attacks of opportunity equal to your Initiation modifier. Enemies whose spaces you move through take one die of Urban Damage from being trod upon by you. When you reach your target, he takes three dice of Urban damage. Each target may make a Reflex save (DC 13+ Initiation modifier) to reduce the damage taken by half. This movement must be in a straight line.
Endless Mob Defense
Endless Tower Counter
Level: 3
Prerequisites: 1 Endless Tower maneuver known, Initiator Level 5th
Initiation Action: Immediate
Range: Personal
Target: You.
Duration: Instantaneous
Saving Throw: None.
The demon leader swung his sword, lashing at the warrior, who dodged and dove through the throng of vile invaders.
When an opponent attacks, make an Acrobatics or Tumble check. If your opponent’s attack fails to beat this check but beats the AC of an ally in reach, the attack instead hits that ally.
Rushing Crowd Alacrity
Endless Tower Boost
Level: 3
Prerequisites: 1 Endless Tower maneuver known, Initiator Level 5th
Initiation Action: Swift
Range: Personal.
Target: You.
Duration: Instantaneous.
Saving Throw: None.
The warrior was pressed into a tactically disadvantageous situation, surrounded by lesser demons on one side and a massive one on the other. He escaped, using the momentum of the demons behind him to his advantage.
You gain an Enhancement bonus to move speed equal to the lowest move speed of an enemy within reach. Any movement taken after initiating this maneuver does not provoke attacks of opportunity.

Watchman’s Despair
Endless Tower Strike
Level: 4
Prerequisites: 1 Endless Tower maneuvers known, Initiator Level 7th
Initiation Action: Standard.
Range: Melee Attack.
Target: A number of creatures less than or equal to your Initiation modifier.
Duration: Two turns per Initiator level.
Saving Throw: Will (see text).
The soldiers on the wall that survived and saw the demon’s pour in and despaired, knowing the extraplanar horde was beyond their capabilities.
Make a melee attack. If you hit, you may cause the target and allies to give up hope, causing him to slump in despair, with a Will save (DC 14+Initiation modifier). The target and a number of creatures around it equal to your Initiation modifier minus one, are all affected by paralysis, as Hold Monster. If they make the Will save, they are instead affected by Crushing Despair.

Masterful Strike of Strewn Masonry
Endless Tower Strike
Level: 4
Prerequisites: 1 Endless Tower maneuvers known, Initiator Level 7th
Initiation Action: Standard.
Range: 25 feet per point of Initiation modifier
Target: 1 creature.
Duration: Instantaneous
Saving Throw: None.
The warrior's first strike on the invading force was to launch an abandoned house at the demons, crushing a goodly number of them.
You may grab an object up to two size categories larger than your current effective size. You may then throw it at a target, dealing city damage equal to the amount of damage a similarly sized boulder would do, plus the amount of falling damage that object would take, plus three dice of Urban Damage, against both thrown object and target. If the object survives, you may bull rush the target, using the Urban Modifier as your Strength modifier, as well as any appropriate feats or abilities that modify the bull rush combat maneuver. You do not leave your square and you do not gain any benefit of the Dungeoncrasher Fighter ACF or similar abilities.
Urban Wrath
Endless Tower Boost
Level: 4
Prerequisites: 1 Endless Tower maneuver known, Initiator Level 7th
Initiation Action: Swift.
Range: Personal.
Target: You.
Duration: One round.
Saving Throw: None.
The warrior was furious at this attack on his city, and charged into glorious battle with the demons.
You gain an Enhancement Bonus to Strength and Constitution equal to your Urban Modifier and receive ten temporary hit points per point of Urban Modifier.

Foundation of Adamantine
Endless Tower Boost
Level: 5
Prerequisites: 2 Endless Tower maneuvers known, Initiator Level 9th
Initiation Action: Swift.
Range: Personal.
Target: Self.
Duration: One turn
Saving Throw: None
When the demon lord sent a messenger to the warrior, the warrior rebuked the messenger, sending him back dead.
You add twice your Urban Modifier, if positive, to all Fortitude and Will saving throws, as well as to rolls made to resist Grapples, Overruns, Bull Rushes, Repositions, and any other effect that would move you from your current square against your will until the end of your next turn. If a creature attempts to move you, and fails, you gain Damage Reduction equal to your Urban Modifier against all attacks made by that creature unless that attack bypasses damage reduction.

Foundation of Glass
Endless Tower Strike
Level: 5
Prerequisites: 2 Endless Tower maneuvers known, Initiator Level 9th
Initiation Action: Standard.
Range: Melee or ranged attack.
Target: One creature.
Duration: Instantaneous
Saving Throw: Will save for half.
The warrior’s influence reached a peak, and he attracted the attention of a Demon Lord.
You make an attack roll, dealing weapon damage and three dice of Urban Damage, and your opponent takes a penalty equal to your twice Urban Modifier, if positive, to all Fortitude and Will saves, as well as to rolls made to resist Grapples, Overruns, Bull Rushes, Repositions, and any other effect that would move them from their current square against their will until the end of their next turn.

Suffer the Traffic
Endless Tower Counter
Level: 5
Prerequisites: 2 Endless Tower maneuver known, Initiator Level 9th
Initiation Action: Immediate
Range: Personal
Target: You.
Duration: Instantaneous
Saving Throw: None.
Even the horde of demons gave the warrior berth when he went to speak with their leader and challenge him.
When an opponent attacks, make an Acrobatics or Tumble check. If your opponent’s attack fails to beat this check but beats the AC of an ally in reach, the attack instead hits that ally. If the opponent beats the check result, you may bull rush the attacker.

Apocalypse of Spires
Endless Tower Strike [Descriptors]
Level: 6
Prerequisites: 2 Endless Tower maneuvers known, Initiator Level 11th
Initiation Action: Standard
Range: Within your reach.
Area: A sixty foot circle.
Duration: Instantaneous.
Saving Throw: Reflex for half.
There was a lull in the invasion, the demons retreating to an area around their portal. The warrior rested, and before the demons went to attack, struck first.
When you initiate this maneuver, all targets in a sixty foot circle centered on you must make a Reflex save (DC 17+Initiation modifier) or take six dice of Urban Damage and be subjected to a Bull Rush using your Urban Modifier, if positive, in place of your Strength modifier. If they fail, they are launched ten feet per point of Urban modifier, taking half the dice of the fall damage as Urban Damage if they hit a floor and full dice of Urban Damage if they hit a wall.

Municipal Stasis
Endless Tower Strike
Level: 6
Prerequisites: 2 Endless Tower maneuvers known, Initiator level 11th
Initiation Action: Standard.
Range: Melee Attack
Target: 1 creature.
Duration: Instantaneous
Saving Throw: Will save negates daze.
The mayor of the ecumenopolis walked up to the demons’ leaders, and demanded paperwork. He was promptly Slaughtered.
Make a melee attack roll. The attack deals six dice of Urban Damage, and the creature is dazed if it fails a Will save, as its mind reels under the weight of official paperwork.

Collapsing Wall Evasion
Endless Tower Counter
Level: 6
Prerequisites: 2 Endless Tower maneuvers known, Initiator level 11th
Initiation Action: Immediate.
Range: Personal.
Target: You.
Duration: One turn per six Initiator Levels.
Saving Throw: None
The demons attempted to kill the warrior by collapsing a ruin on him, but he dove through a window before it hit him.
You gain Improved Evasion and add your Urban Modifier to all Reflex saves, if positive. For one turn per six Initiator Levels, to a maximum of three turns.

Roads Paved with Conquest and Glory
Endless Tower Strike
Level: 7
Prerequisites: 3 Endless Tower maneuvers known, Initiator Level 13th
Initiation Action: Standard
Range: Up to twice your movement speed plus five feet for every point of your Initiation modifier and Urban Modifier.
Area: A line equal to the number of squares in that range.
Duration: Instantaneous
Saving Throw: Reflex save.
The demons surged like a tidal wave of flesh and torture and death, and the warrior, not yet winded, did the same.
You may move to a target within reach of your movement speed, treating spaces occupied by opponents as though it was normal terrain. This movement does not provoke attacks of opportunity. Enemies whose spaces you move through take three dice of Urban Damage from being trod upon by you. When you reach your target, he takes six dice of Urban damage. Each target may make a Reflex save (DC 17+Initiation modifier) to reduce the damage taken by half. This movement must be in a straight line.

Urban Stride of Heroes
Endless Tower Boost
Level: 7
Prerequisites: 3 Endless Tower maneuvers known, Initiator Level 13th
Initiation Action: Swift.
Range: Personal.
Target: You.
Duration: One round.
Saving Throw: None.
The warrior strode to the demons, and delivered his challenge.
Until the end of your next turn, your movement does not provoke attacks of opportunity

Ameliorative Civic Defense
Endless Tower Counter
Level: 7
Prerequisites: 3 Endless Tower maneuvers known, Initiator Level 13th
Initiation Action: Immediate
Target: Normally 1 creature or You.
Range: Melee Attack.
Target: 1 creature.
Duration: Instantaneous.
Saving Throw: None.
The demons pressed in on all sides, the warrior beginning to get winded from the endless combat.
Whenever you are attacked by an enemy, you may make an attack roll, using your Urban modifier in addition to any other modifiers you may have on the roll. If the attack hits, you may reduce the amount of damage dealt by the attack by your Urban Damage + your Initiation modifier. The opponent takes the full damage of the attack, but it is City damage rather than the type of the attack. In addition, you may either take a swift action next turn or be healed, as the spell Heal.

Metropolitan Titan Stance
Level: 8
Prerequisites:3 Endless Tower maneuvers known, Initiator Level 15th
Initiation Action: Swift.
Range: Personal.
Target: Self.
Duration: Stance
The warrior’s legend grew to larger than life, as did his might.
While in Metropolitan Titan Stance, you gain a number of effective size increases (or decreases) equal to the number of your Urban Modifier, gain proficiency in all improvised weapons, and may add that same number to all attack rolls with improvised weapons and add your Urban Modifer to all damage rolls with improvised weapons.

Urban Champion’s Morale
Endless Tower Boost
Level: 8
Prerequisites:3 Endless Tower maneuvers known, Initiator Level 15th
Initiation Action: Swift.
Range: Personal.
Target: Self.
Duration: Instantaneous
The warrior knew he could not stop, his plane under attack. He kept fighting, and his opponents did the same.
You may add your Urban Modifier to all saves and attack rolls for a number of turns equal to your Urban Modifier+ your Initiation modifier. Your attacks with discipline weapons use either your Urban damage or the weapons damage, whichever is higher. This damage is affected by any size increases you may have currently affecting you.


Collapse the Sky
Endless Tower Strike
Level: 9
Prerequisites: 4 Endless Tower maneuvers known, Initiator Level 17th
Initiation Action: Standard.
Range: 50 ft. Radius, centered on you.
Target: 50 ft. Radius.
Duration: Instantaneous
Saving Throw: Reflex for half
The great warrior died in battle, facing an insurmountable tide of foes. However, the warrior won posthumously, by collapsing the ruin he was in.
You strike the ground, and every creature takes ten dice of Urban Damage and falling damage equal to the amount a character would take from falling from the tallest structure in the radius, as well as being knocked prone, trapped under the rubble, though a Reflex save (DC 19+Initiation modifier). A creature trapped under the rubble can make an Escape Artist or Strength check at the same DC as the Reflex save to get themselves out of the rubble, with allies capable of making Aid Another checks to help the entrapped creature.

sengmeng
2015-06-09, 12:46 PM
Bar Brawler [Tactical]
You excel at bar fights.
Prerequisites: Improved Grapple, Improved Unarmed Strike, Power Attack
Benefit: The Bar Brawler feat allows three combat maneuvers
Vodka-fueled Rage: Whenever you are currently suffering negative status effects due to consuming alcohol, you gain a +2 alchemical bonus to strength.
Table Slam: Any time you could pin a grappled opponent, you can instead slam them on a nearby raised surface, such as a table or a bar. The surface must be high enough to gain a bonus for being on higher ground. As part of the table slam action, you may move up to half your speed to reach a viable surface. The table slam deals 1.5x grapple damage, and thereafter you may take a -10 penalty to your grapple checks to not be considered grappled by that opponent. Your grapple checks to maintain the grapple become free actions, and you may make normal melee attacks against that opponent, or any other action. You may move up to half your speed while also moving your opponent provided you win the opposed grapple check. The opponent cannot damage you by winning the opposed grapple check, they can only escape. If you choose, you may end the grapple immediately after the table slam or after winning an opposed grapple check. If you do, the opponent is prone.
Barstool Smash: When you use an improvised weapon, you double its effective weight when when calculating the damage dice. If the object is also sharp (which also doubles the effective weight), then triple the effective weight. If you use the Power Attack feat with an improvised weapon, it deals maximum damage, but the object itself also takes equal damage, possibly destroying it.


Dirty Bar Fighter [Tactical]
Your barfighting skills are enhanced due to underhanded tactics.
Prerequisites: Sneak Attack 1d6, Bar Brawler, Improved Grapple, Improved Unarmed Strike, Power Attack
Benefits: The Dirty Bar Fighter feat allows three combat maneuvers.
Mean Drunk: Your Vodka-fueled rage bonus increases to +4, and whenever you suffer negative status effects due to alcohol, your sneak attack damage dice turn to d8's.
Smash 'n' Stab: If you use your Barstool Smash maneuver with a bottle and successfully damage your opponent and break the bottle, you get a free attack at the same attack bonus to stab that opponent with the now-broken bottle.
Ground 'n' Pound: If you use your table slam against an opponent and choose to take the -10 penalty to not be considered grappled and successfully win the opposed grapple check, any unarmed attacks you make against that opponent deal sneak attack damage.


Barfighting Master [Tactical]
You're basically a full-time professional bar fighter now.
Prerequisites: Improved Grapple, Improved Unarmed Strike, Power Attack, Bar Brawler, Dirty Bar Fighter
Benefits: The Barfighing Master feat allows for three combat maneuvers.
Drunken Sway: Your bonus from Vodka-fueled Rage increases to +6, and you gain a +2 Dodge bonus to AC whenever you are suffering negative status effects due to drinking alcohol.
Kick 'em While They're Down: Whenever you attack a prone opponent with an unarmed strike or an improvised weapon, you deal sneak attack damage.
Dual Smash: When you are armed with an improvised weapon in each hand, you are treated as if you have the Two-weapon Fighting feat. You treat both weapons as if you were wielding them two-handed for the purposes of opposed rolls and the Power Attack feat.

1pwny
2015-06-09, 06:57 PM
Gangster
You have joined an inner-city gang, becoming a gangster.
Prerequisites: At least 1 tattoo, magical or not. Not a Good alignment. See below.
Benefit: Different gangs are of differing power levels. Some are a bunch of level 2 Commoners, while some might consist of level 9 Rogues. Different gangs have different requirements for entry and give different boosts.
Inner-City Thugs:
Just a bunch of street thugs.
Requirements: Level 3.
Benefits: +2 on Intimidate checks against creatures with a lower level than you. You do not take a penalty for attacking with improvised weapons such as pipes and baseball bats.

Underground Fighting Pit:
An ongoing brutal melee competition.
Requirements: Level 5, max BAB of at least +4.
Benefits: +1 on attack and damage rolls against opponents with a max BAB lower than yours. Also, increase your max HP by 1 every level up.

Illicit Spell Researchers
A few learned but rebellious students coming together to share knowledge.
Requirements: Level 9, has 4th level spell slots
Benefits: Every odd level, by spending 12 hours of research in a city with your gang members, choose a spell 3rd level or below that you can cast but is not on your spell list. You learn that spell.

Gambling Den:
A back-alley not-quite-legit gambling den that is less than fair.
Requirements: At least 2 luck feats, Intelligence 12 and Wisdom 12
Benefits: You get a +2 on all Profession (Gambling) checks, a +2 on all Sleight of Hand checks, and a +2 on all Bluff checks. Additionally, you get 1 additional luck reroll per day.

Dominating Guild
A humongous guild with manyfold people, all who are willing to share some vital experience with you.
Requirements: Level 15
Benefits: Once per level, choose a base class that you qualify for but have never taken a level in. By studying with someone in your guild for 12 hours, you become an "apprentice" of that class. That means that for 1 minute/day you may take on all 1st level class abilities that class would give you. You may not choose the same class multiple times.
Tim, a Fighter 10/SwordSage 3 decides he wants to try out a Wizard. After studying for 12 hours, he becomes an apprentice Wizard. Therefore, for 1 minute/day he can use Summon Familiar, Scribe Scroll, and can cast appropriate Wizard spells from his spellbook. In fact, Tim would probably just have his spellbook and familiar on him at all times. However, he only gets the benefit of his familiar, and can only cast from his spellbbok during that 1 minute every day.Special: If a person who takes this feat later takes a level in a class they studied about, they do not gain the class features twice. Instead, the benefit from this feat is nulled completely for that class. By spending another 12 hours with an appropriate guild member, you may become an "apprentice" of a different class you have no levels in.
Special: You can only be in 1 gang at a time. By paying 50 gp you may bribe your gang to let you leave, and then you can join another one that you also meet the requirements for.

Gang Leader:
You can recruit your gang members into your cohort.
Requirements: Gangster, Leadership
Benefit: You may recruit gang members into your cohort, as followers. Different gangs offer different followers, see below. Followers in your gang

Gangsta' Rap
You rap like a true gangster. That may or may not be a good thing.
Requirements: Gangster feat, at least 4 ranks in Perform (Singing)
Benefits: Whenever you make a Perform (Singing) check, you may instead make it a rap. This gives you a bonus on the check equal to your Cha modifier. However, if any non-gangster makes a DC (15 + 1/2 Cha modifier) Listen check to determine your rap's lyrics, the +4 bonus is negated for that person and becomes a -2 penalty instead.

dspeyer
2015-06-11, 04:05 PM
Cities as Gods

Don't ever take a city for granted.

After all, it is bigger than you are; it is older; and it has learned how to wait...

A city is more than the sum of its inhabitants. Residents love their city, or hate it, or fear it... or have faith in it. It should be no surprise that their spirits tend to wake up, and to be powerful. By divine standards, they are only "Lesser Deities", but that's still quite sufficient from a mortal's perspective.

Alignment: Most cities are Lawful Neutral. People are the pieces that make them up, so they like those pieces to function smoothly. There are exceptions. Some cities take in a constant flow of naive youth searching for greatness, work them to exhaustion and then spit them back out poor and dispirited. Those cities are evil. So are cities whose economies are built on massive slave markets. There are also cities where plans for helping people dance freely from mouth to mouth -- those cities are good. And there are a few cities where nothing seems to make sense, and residents must learn to let go and embrace the madness. Those are chaotic. But Lawful Neutral is by far the most common.

Portfolio: The city itself, its people, and everything that is done there.

Domains: All cities have the Community and Protection domains, as well as the domains of their alignments (if any). Port cities and cities at crossroads often have the Travel domain. Cities that were once forts (even if most mortals have forgotten this) have the War domain. In addition, cities have domains for anything within them that is prominent enough to draw visitors from other cities. Domains often obtained this way include Craft, Greed, Knowledge, Magic, Trade and Wealth. Finally, cities have domains for any species (e.g. elf, dwarf, scalykind) that live there in significant numbers.

Cleric Training: Clerics of cities often begin by serving their city in a more mundane capacity, perhaps as a city guard or an architect devising infrastructure. Multiclassing is common. Once a cleric dedicates herself to a city, she must travel within it, learning every neighborhood and the hidden factors that allow them to function.

Quests: Clerics of cities act to protect the city. Threats range from a blocked sewer breeding disease to an attacking dragon. An invading army may or may not qualify as a threat. Most cities don't mind replacing their ruling class periodically, but being sacked is entirely unacceptable.

Temples: Most cities don't have temples. The entire city acts in some ways as a temple to itself. Others will have small shrines on street corners, in parks, or at the entrances of public buildings. Organizations of clerics often meet in ordinary conference rooms at city hall, or even in taverns.

Rites: City rites celebrate milestones for the city: the opening of a public library or the revitalization of a neighborhood. Some cities celebrate the anniversary of their founding, or of other important events. The celebrations are informal and joyous.

Heralds and Allies: Most cities use Urbanals (see below) as their heralds. Lawful neutral and lawful good cities often have hound archons as allies.

Relics: These vary by city. Common choices include self-updating maps of themselves, weapons to be used in their defense, specialized lyres of building, or horns which convey clear message to the entire populace.


Urbanal

Size/Type:Large Construct
Hit Dice:22d10+30 (151 hp)
Initiative:9
Speed:50 ft (10 squares), fly 150ft(Good), climb 50ft
Armor Class:36 (-1 size,+5 dex, +15 natural, +7 deflection), touch 21, flat-footed 31
Base Attack/Grapple:+16/+29
Attack:+5 greatsword +29 melee (3d6+18) or +5 longbow +25 ranged (2d6+5)
Full Attack:+5 greatsword +29/+24/+19/+14 melee (3d6+18) or +5 longbow +25/+20/+15/+10 ranged (2d6+5)
Space/Reach:10ft/5ft
Special Attacks:spell-like abilities, spells
Special Qualities:change shape, construct traits, damage reduction 10/-, immunity to fire cold and electricity, tongues, urban glide, urban tracking
Saves:Fort +7, Ref +12, Will +14
Abilities: Str 28, Dex 20, Con -, Int 23, Wis 25, Cha 25
Skills:Climb +42, Concentration +25, Gather Information +34, Intimidate +32, Knowledge (local) +31, Listen +32, Search +31, Spot +32
Feats:cleave, great cleave, improved initiative, improved sunder, power attack, quicken spell, silent spell, still spell
Environment:the city it serves
Organization:solitary or pair
Challenge Rating:23
Treasure:none
Alignment:same as its city
Advancement:23-33 hd (large); 34-66 hd (huge)
Level Adjustment:--


Spell-Like Abilities

At will—aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, imprisonment (DC 26), invisibility (self only), lesser restoration (DC 19), mass cure light wounds, mass repair light damage, mending, remove curse (DC 20), remove disease (DC 20), remove fear (DC 18), resist energy, summon monster VII, speak with dead (DC 20), waves of fatigue; 3/day—blade barrier (DC 23), heal (DC 23), mass charm monster (DC 25), permanency, resurrection, total repair, waves of exhaustion; 1/day—greater restoration (DC 24), power word blind, power word kill, power word stun, prismatic spray (DC 24), wish. Caster level 20th. The save DCs are Charisma-based.

Spells

An Urbanal casts as a 20th level cleric of its city

Change Shape

An Urbanal can assume the form of any intelligent species of which at least one lives in the city.

Construct Traits

See the SRD (http://www.d20srd.org/srd/typesSubtypes.htm#constructType)

Tongues

An Urbanal can speak to any creature as by the Tongues spell. This also allows the Urbanal to read and write any langauge.

Urban Glide

An Urbanal can pass through city buildings, ground or infrastructure as an earth elemental passes through stone.

Urban Tracking

As urban ranger (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#urbanTracking)

Deflection

An Urbanal adds its charisma modifier to its AC as a deflection bonus.

Skills
A Urbanal has a +8 racial bonus on Climb checks. It can take 10 on climb checks even when rushed or threatened.

Jormengand
2015-06-12, 05:20 PM
New Skill Uses for Cities



Skill use
Skill
DC


Create Fake Sign
Forgery
Opposed


Disable hinged portal
Disable Device
10 for simple hinges, up to 30 for complex opening and closing mechanisms.


Disappear through door
Sleight of Hand
30


Escape Collapsed Building
Escape Artist
20


Find location
Gather Information
Usually 10


Find valuables in a room
Appraise
10 (Obvious valuables) to 30 (Hidden treasures)


Incite Riot
Diplomacy or Intimidate
30 for hamlet or below, 25 village, 20 small town, 15 large town, 10 small city or above.


Jump safely from a building
Jump
10 + 2/10 ft fallen.


Lie low
Hide
30 for hamlet or below, 25 village, 20 small town, 15 large town, 10 small city or above.


Live on the streets
Survival
Same as get along in the wild (incl. epic usages)


Scale Buildings
Climb
Usually 10 or 15, but see text.


Start Rumour
Bluff
Opposed by Gather Information


Suddenly Swap Likeness
Disguise
Opposed but take -10 penalty.


Swift Reading
Decipher Script
10 for signs, 30 for words on paper.


Roof Fighting
Balance
Attack Roll


Value House
Appraise
10 (2d20-1*5% of value), 15 (2d6+3*10% of value), 20 (2d3+16*10% of value), 30 (Exact value)



Create Fake Sign: You create a direction or establishment sign in the style of the administration or the owner. An opposed forgery check notices the fake. Creating a sign usually takes about an hour.
Disable Hinged Portal: You jam a door, window, trapdoor, or similar hinged object shut as a full-round action. If you want to jam it part-way or fully open, you take a -5 penalty.
Disappear through door: You pass through a door as a full-round action and only those who defeat your sleight of hand check with a bluff check notice the attempt, even if you fail.
Escape Collapsed Building: You climb free of collapsed timbers as a full-round action.. If the building is made of stone or metal, the DC is 30 instead.
Find Location: You can find a single location in 1 minute by simply asking someone.
Find Valuables in a Room: You search a room for all the valuable items in it as a full-round action. Additional actions are needed to search rooms that are larger than average.
Incite Riot: You incite a number of people to riot equal to the number of points by which you succeeded on the check. In lawful or even neutral cities, this will usually be tantamount to a protest rather than a full-blown riot.
Jump Safely From A Building: You grab onto the edge of a building and repeatedly fall short distances to reach the bottom, taking a single round to move up to 100 feet down in this way.
Lie Low: You escape the authorities of a settlement for one day. You get a +1 bonus to this check for each day they have been looking for you as their efforts diminish (until they have reason to redouble them). Once you can't fail any more, they stop looking for you at the end of that day. You get a -5 penalty if you're very wanted, a -10 penalty if you're extremely wanted, and a -20 if you're near-enough public enemy number one.
Live on the Streets: You survive without a home, much as you could in the wild, moving the same speed if you desire.
Scale Buildings: You climb normally up a building. You can, however, stand on ledges, holes, or so forth and hold on with only one hand to use a weapon or other object in the other by accepting a -5 penalty on your climb check. Also, you can hang upside-down by your feet on a suitable object (such as a sign) and use both hands, but take a -10 penalty to your climb check and can't move while doing this.
Start Rumour: You can start a rumour. As long as it's vaguely believable, anyone making a Gather Information check receives the rumour and must beat your bluff check to know it's false.
Suddenly Swap Likeness: As a full-round action, you can swap your appearance with a willing target's, and they do so with you. Each of you makes your own disguise check at a -10 penalty to disguise as the other. Because you can't actually take full-round actions at the same time, the action is only actually resolved once you've both taken it.
Swift Reading: You read something as a free action, even if you're going too fast to see it normally. Each time you go past something, you can only try to swift-read it once.
Roof Fighting: When people fight on a roof, they must take a balance check each time they are struck, or fall. They may make a DC 15 climb check to grab the roof if they fall, otherwise they roll off it.
Value House: You determine the value of a house or other building to a degree of accuracy dependent on your check result.

ShiningStarling
2015-06-13, 12:20 PM
Tricks of the Trade: Skill Tricks for the City-Going Adventurer

Reminder: Skill tricks may only be used once per encounter, or within a 5 minute period if no encounter is in place, and then only when their conditions are met.

Meld with the Crowd

You are adept at making yourself one with the beating heart of the city, even using it to avoid detection.
Prerequisites: Hide: 5 ranks
Benefit: You may treat a crowd of people that are not actively searching for you as cover for the purpose of hiding. You may do this in any city crowd typical of a daytime street in a large city or metropolis. You gain a +5 on your hide check if it is a daytime metropolis crowd. The same can work in any crowded space, if there are 32 or more bystanders, you may use this skill trick as if in a large city crowd, and for 64 bystanders and up as a metropolis crowd. This skill trick allows you to ignore the "must be unobserved" rule for hiding while it is in use. As long as you are not found, you may continue to hide in the crowd until no one is making spot checks to find you. You take no penalties to your hide check for moving while using this skill trick.
Special: If used with "Just Another Face", You gain a +3 bonus on both checks, Hide and Disguise, and both must be spotted through to successfully identify you as the target of their search. To benefit from this, you must be successfully hiding in the crowd to switch faces.

Just Another Face

You can switch to a prepared disguise quickly to attempt to avoid detection
Prerequisites: Disguise: 8 ranks
Benefit: If you have a prepared disguise, which you must create ahead of time using a normal Disguise check, you may use this skill trick to switch into it in 1 round. The Disguise check you made when creating the disguise is the DC to spot it. The disguise need not be of any other specific person, it may simply be enough alteration to your face to definitively not look like whatever you looked like before switching to it.
Special: You may not have more than one disguise prepared in such a manner ahead of time, plan carefully!
Special: If used with "Meld with the Crowd", You gain a +3 bonus on both checks, Hide and Disguise, and both must be spotted through to successfully identify you as the target of their search. To benefit from this, you must be successfully hiding in the crowd to switch faces.

Crowd Weaving

You are skilled at moving through a crowd that would slow down lesser fools.
Prerequisites: Balance: 5 ranks, Escape Artist: 5 ranks, Knowledge (Local): 8 ranks, Tumble: 8 ranks
Benefit: If you are in a crowd thick enough to restrict movement, you may treat it as unobstructed terrain.
Special:This may be used any time, it is more a passive understanding you come to as a result of being skilled than an isolated trick, as such there is no limit on its use

Break-Time Rumor-Mill

You know business in this town, you can usually find the right person to slip the right info.
Prerequisites: Profession [any]: 5 ranks, Gather Information: 5 ranks
Benefit: If the city you are in has industry related to your Profession skill, you may make a special Gather Information check in that area of town, adding half of your Profession modifier to the Gather Information check.
Special: This may only be used once per piece of information you are attempting to Gather, your sources either know it or they don't.
Special: You may use this multiple times per piece of information if you possess more than one Profession skill of adequate rank, but no more than once per Profession possessing adequate ranks.

Just a Headcold I Swear

Your disguises may not be perfect, but sometimes you can lie your way out of trouble.
Prerequisites: Bluff: 8 ranks, Disguise: 5 ranks
Benefit: If someone has called you out on a disguise, you may make a special Bluff check. The observer that called you out makes a Sense Motive check opposed to you. If you fail you are noticed. Otherwise, this Bluff check replaces your Disguise check, for better or worse, for as long as you engage with about the same group of people (Ex: You are at a party, the hostess notices the difference, you bluff her, and beat her sense motive. for the rest of that party, the Bluff check you made replaces the Disguise check you made previously.)
Special: This may only be done once per social encounter per disguise.

Network
2015-07-08, 11:40 PM
I know I am past the timeline, so it's too bad if my entry is not eligible for the contest, but I thought I'd publish it in complete form (as opposed to letting it go to waste).

Psionic Citycrystal
Through the power of your psicrystal, your mind has become truly one with the essence of a city.
Prerequisites: Knowledge (Local) 14 ranks, Psicrystal Affinity, manifester level 11th.
Benefit: When taking this feat, you must choose one of your psicrystal. You do not gain the full benefits of this feat until your psicrystal enters a city (any place with a population of at least 20 people) and you decide to make that city the psicrystal's house. When this is done, the psicrystal becomes unable to move farther than 500 feet away from the city. No amount of mundane force can force it outside; it simply becomes heavier and heavier as it gets close to the maximum distance, at which point it falls to the ground and cannot be moved except toward the city. Teleportation and other forms of instantaneous travel instead move the psicrystal to a random underground location within range of the city (never a dangerous location, however). In exchange, the psicrystal becomes the city's crystal heart, gaining additional abilities depending on the level of its owner.

Owner LevelSpecial
11th-12thImproved Propulsion, Improved Telepathy, Size Increase
13th-14thGreater Telepathy, Sense the City, Size Increase
15th-16thCity Hivemind, Size Increase
17th-18thOwner's Link, Size Increase
19th-20thCommand the Hivemind, Size Increase

Improved Propulsion (Su): As a standard action, the owner of a crystal heart can grant it the following move speeds through sheer force of will: land 30 feet, fly 50 feet (poor), climb 30 feet, swim 30 feet, and burrow 20 feet. The crystal heart retains the ability to move until the owner desires otherwise (unlike Self-Propulsion or Flight, this ability need only be used once).
Improved Telepathy (Su): The crystal heart is capable of using its Telepathic Link and Telepathic Speech abilities regardless of the distance between it and its owner, and can benefit from the Share Power ability as long as its owner is 1 mile away from it (instead of 5 feet away).
Size Increase (Ex): The crystal heart becomes larger as its owner gets more powerful. It becomes tiny (+2 Str, -2 Dex) upon becoming a crystal heart, then small (+4 Str, -2 Dex) when its owner reaches 13th level, then medium (+4 Str, -2 Dex) when its owner reaches 15th level, then large (+8 Str, -2 Dex, +2 natural armor) when its owner reaches 17th level, and finally huge (+8 Str, -2 Dex, +3 natural armor) when its owner reaches 19th level. Unlike the other crystal heart abilities, the size increase is retained even if the owner's manifester level is temporarily reduced (from negative levels or similar effects), but not if it is permanently modified.
When the crystal heart becomes medium-sized, it gains a slam attack dealing 1d6 points of damage plus 1 1/2 times its Strength modifier. The damage of its slam attack increases to 1d8 when it becomes large-sized and to 2d6 when it becomes huge-sized.
Greater Telepathy (Su): If the owner's level is 13 or more, the crystal heart can share its senses with its owner, giving it the ability to sense what the crystal heart can perceive through its Sense the City and Sighted abilities, though only at half the normal range of these abilities (20 feet).
Sense the City (Ex): When the owner's level reaches 13, the crystal heart gains blindsight out to a range of 40 feet.
City Hivemind (Su or Psi): When its owner's level reaches 15, the crystal heart begins to connect itself with the minds of the populace. This is a mind-affecting effect and only characters with 1 HD or less are affected (if they no longer qualify or become immune to mind-affecting effects, they are cast out of the city hivemind). All such creatures within the city are affected. The crystal heart cannot communicate with them yet, but knows their location (as long as they remain within 500 feet of the city) and can, once per day, affect one of them as if by the Sense link power (this is a psi-like ability with a manifester level equal to the owner's own, and the crystal heart must concentrate to maintain it). Creatures that are part of the city hivemind do not necessarily realize it, making it a fabulous tool for spying.
Owner's Link (Su): When the owner's level reaches 17, it becomes capable to deliver powers through its crystal heart. Both the crystal heart and the owner must take actions at the same time, but the effect originates from the crystal heart (which can be at any distance) for the purpose of range. The owner also becomes capable of using its Share Power ability on its crystal heart, even if they are standing on different planes. Finally, the owner can target any creature within the city hivemind with one of its targetted powers (including a power with a personal range), but the crystal heart must take actions to manifest the power as well. This ability does not function with psi-like abilities, only powers.
Command the Hivemind (Su): When the owner's level reaches 19, the crystal heart becomes capable to manipulate the minds of all creatures connected to the city hivemind. It can communicate telepathically with any such creature and these creatures can answer it in turn (in the limit of their Intelligence score; animals don't have the interactive abilities of humanoids). If the creature is not already aware of the city hivemind, the crystal heart can disguise its messages as the creature's own thoughts, in which case it takes a Will save (DC 10 + 1/2 crystal heart's HD + its Intelligence modifier) to realize the subterfuge. Even if the creature fails its save, it is not compelled in any way to obey the crystal heart's orders, though it will treat any request as coming from an ally to which it is friendly and may accidentally answer the false thoughts with its own, real, thoughts.
The crystal heart can also, as a standard action, send waves within the city hivemind that can have any of the following effects: prompt them to sleep within 3 rounds (no save; this is a sleep effect), make them shaken for 4d6 rounds (Will, DC 10 + 1/2 crystal heart's HD + its Intelligence modifier, negates; this is a fear effect), or kill them outright (no save; this is a death effect). For each creature killed through this ability, the crystal heart owner's regains 1 power point as the crystal heart literally drains the mind of the creature and adds the scattered energy to its owner's own mental fortitude. Killing innocent people is, of course, an irredeemably evil act, and could drastically reduce the city's population both directly (people die) and indirectly (people will not want to live in a city in which random people die for no apparent reason).
Special: A city can only have one crystal heart at a time. As a secondary benefit of this feat, you always know whether a city you or one of your psicrystals visit or scrutinize (by mundane, magical, or psionic means) has a crystal heart or not.

Zaydos
2015-07-09, 12:04 AM
You're fine as long as I haven't closed the thread and/or posted the voting thread.

Speaking of which: Voting thread is open! (http://www.giantitp.com/forums/showthread.php?426596-3-X-Ancillary-Contest-IV-Voting-Thread&p=19509122#post19509122)