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Zaydos
2016-01-29, 02:25 PM
https://media.giphy.com/media/l2JInQdBPv4NOwlG0/giphy.gif

I AWAKEN TO WELCOME YOU ONCE MORE TO THE MAD DRACOLICH'S VANITY PROJECT. AS SOME OF YOU MAY OR MAY NOT BE AWARE I OCCASIONALLY DECIDE TO EXPAND MY PAST WORK AND ATTEMPT TO MAKE A COMMUNAL THING ABOUT IT. USUALLY THIS INVOLVES VOTING ON WHAT YOU MOST WANT TO SEE EXPANDED, IF THIS IS DESIRED THE DRACOLICH WILL CONSIDER OBLIGING... ELSEWHERE. THIS TIME THINGS ARE A BIT DIFFERENT. THIS THREAD WILL FUNCTION BY MAKING SMALL EXPANSIONS BASED UPON THE PERSONALITIES, OR MORE ACCURATELY CARICATURES THEREOF, OF YOU, MY FELLOW PLAYGROUNDERS. SO COME AND SEE WHAT THE DRAGON CAN MAKE OF YOU.

Ok, enough 'IC' voice and showmanship and time to get to actual details and the grit of the matter. I have decided to expand some of my old (and relatively new) projects once again, but instead of having you vote for what you want to see expanded this time* I'm doing a take inspired by the GiantITP Regulars as X threads (current as of the writing of this thread (http://www.giantitp.com/forums/showthread.php?476110-3-5-PF-GitP-Regulars-as-Domains-And-Domain-Feats)).

So how will this work? I will be making expansions to my past homebrew based upon the forum personalities, avatars, names, etc, of my fellow playgrounders. You want something made based on you, post here and say so. Preferably give a bit of info, say something more than "I give permission", because a glimpse at your personality or even just what you like helps a lot. Most of these things will be 1 dimensional caricatures, some may even be a bit of poking fun though I will try to keep everything good-natured. It really is as simple as that.

Now what might be expanded: Everything made will in some way relate back to an older piece of homebrew. In some cases these can be quite a broad range, a new true dragon definitely falls under the header, as do dragonbloods, Inner Planar sites and NPCs of all sorts, and undead plants (True Dragons project, Expanded Dragonblood, Mundus Primordialis, and Necrobotany respectively). I could theoretically include Vile and Exalted feats in general with this. In practice, though, unless really stretching for an idea most of it will deal more closely with a Base Class (ACF, PrC made to be entered by members of said class, feat that is made for them*) or more firmly with something I've made (a new thrall feat (http://www.giantitp.com/forums/showthread.php?447399-To-Serve-the-Ancient-Ones-%28Vile-Feats-3-5%29) as opposed to just a new Vile feat). So if this tickles your fancy come and give a post. Comment on who you are, maybe even your favorite piece of brew, but do not just say 'make me as an ACF for Y which does X', this ain't the request thread :smallwink:

I can't promise to make things for everybody who posts, inspiration is a fickle mistress after all and the more limited my previous interaction/knowledge of you the more limited my ability to make something about you is. If you're greedy and want multiple things, after the first one is made say you're up for something more.

And do feel free to joke around a bit, playful banter reveals things about you and the persona you choose to don, making it one of the best sources of inspiration for these things.

Permissions
illven (http://www.giantitp.com/forums/showsinglepost.php?p=20389814&postcount=95)
caledscratcher (http://www.giantitp.com/forums/showsinglepost.php?p=20389851&postcount=96)
VoodooPaladin (http://www.giantitp.com/forums/showsinglepost.php?p=20374506&postcount=68)
Blackhawk748 (http://www.giantitp.com/forums/showsinglepost.php?p=20392086&postcount=102)
Draconium (http://www.giantitp.com/forums/showsinglepost.php?p=20374454&postcount=66)
illyahr (http://www.giantitp.com/forums/showsinglepost.php?p=20388997&postcount=88)
NeoPhoenix0 (http://www.giantitp.com/forums/showsinglepost.php?p=20391014&postcount=97)
Jormengand (http://www.giantitp.com/forums/showsinglepost.php?p=20389095&postcount=90)
khadgar567 (http://www.giantitp.com/forums/showsinglepost.php?p=20374468&postcount=67)
Eldest (http://www.giantitp.com/forums/showsinglepost.php?p=20392405&postcount=104)
Eno Remnant (http://www.giantitp.com/forums/showsinglepost.php?p=20397224&postcount=122)
Red Fel (http://www.giantitp.com/forums/showsinglepost.php?p=20403122&postcount=130)
Debihuman (http://www.giantitp.com/forums/showsinglepost.php?p=20406652&postcount=149)
Basket of Puppies (http://www.giantitp.com/forums/showsinglepost.php?p=20484368&postcount=159)
Beelzebub1111 (http://www.giantitp.com/forums/showsinglepost.php?p=20567963&postcount=160)
spikeof2010 (http://www.giantitp.com/forums/showsinglepost.php?p=20568420&postcount=161)
ThePurple (http://www.giantitp.com/forums/showsinglepost.php?p=20569137&postcount=162)
PapaQuackers (http://www.giantitp.com/forums/showsinglepost.php?p=21149820&postcount=165)
Temotei (http://www.giantitp.com/forums/showsinglepost.php?p=21155031&postcount=174)
ObliviMancer (http://www.giantitp.com/forums/showsinglepost.php?p=21157320&postcount=179)
ImperatorV (http://www.giantitp.com/forums/showsinglepost.php?p=21167736&postcount=187)
AtlasSniperman (http://www.giantitp.com/forums/showsinglepost.php?p=21173310&postcount=200)
LoyalPaladin (http://www.giantitp.com/forums/showsinglepost.php?p=20361693&postcount=3)

Complete
Lunar Path of the Reflect Sun (LoyalPaladin) (http://www.giantitp.com/forums/showsinglepost.php?p=20362664&postcount=16)
Hime no Henshin - Princess Variant (caledscratcher) (http://www.giantitp.com/forums/showsinglepost.php?p=20362942&postcount=17)
Phoenixflame Knight - Wildwood Knight (Neophoenix0) (http://www.giantitp.com/forums/showsinglepost.php?p=20363199&postcount=18)
Invocation of Eenooyasya - Feat for Thralls (inuyasha) (http://www.giantitp.com/forums/showsinglepost.php?p=20363514&postcount=19)
War Chorister - Dragon Chorister Archetype (Eno Remnant) (http://www.giantitp.com/forums/showsinglepost.php?p=20363706&postcount=25)
Techno-Surgical Juggernaut - Tall Tale Archetype (tsj) (http://www.giantitp.com/forums/showsinglepost.php?p=20364528&postcount=30)
Bardic Courtier - Courtier ACF (illayhr) (http://www.giantitp.com/forums/showsinglepost.php?p=20367911&postcount=36)
The Blackhawk Academy - Planar Site (Blackhawk) (http://www.giantitp.com/forums/showsinglepost.php?p=20368092&postcount=37)
Mech Imperator - Theurgistic PrC (ImperatorV) (http://www.giantitp.com/forums/showsinglepost.php?p=20368667&postcount=38)
Maid - Ruid Delver Archetype Design analysis (http://www.giantitp.com/forums/showsinglepost.php?p=20371845&postcount=50) Class (http://www.giantitp.com/forums/showsinglepost.php?p=20371850&postcount=51) (khadgar)
Journal of Madness - Feat for Thralls (VoodooPaladin) (http://www.giantitp.com/forums/showsinglepost.php?p=20373088&postcount=53)
Scholar of the Dead - New Scholastic Aptitudes (Segev) (http://www.giantitp.com/forums/showsinglepost.php?p=20373099&postcount=54)
Hoardforged Body and related feats - Expanded Dragonblood (Draconium) (http://www.giantitp.com/forums/showsinglepost.php?p=20373106&postcount=55)
..., Scratch on Reality - A Whisper Vestige (Eldest) (http://www.giantitp.com/forums/showsinglepost.php?p=20374021&postcount=58)
4X Magic - More Feat from the College of War Magic (illven) (http://www.giantitp.com/forums/showsinglepost.php?p=20374348&postcount=62)
Breath of Fear - A New Feat of Fear (Draconium) (http://www.giantitp.com/forums/showsinglepost.php?p=20375207&postcount=71)
Mind-Affecting Spells for Thralls (khadgar) (http://www.giantitp.com/forums/showsinglepost.php?p=20375342&postcount=72)
Hex Generator/Smite Accumulator Cytoplasmic Grafts (VoodooPaladin) (http://www.giantitp.com/forums/showsinglepost.php?p=20375441&postcount=73)
Fell Wolf Powers (Red Fel) (http://www.giantitp.com/forums/showsinglepost.php?p=20380528&postcount=81)
The Susurrus of the Serpent - Doomsayer Archetype (Jormengand) (http://www.giantitp.com/forums/showsinglepost.php?p=20385326&postcount=84)
The Apocalyptic Path of the Dragon - Doomsayer Apocalyptic Path (Draconium) (http://www.giantitp.com/forums/showsinglepost.php?p=20387247&postcount=85)
Brew Mead of Poetry - Intoxicanter Feat (illayhr) (http://www.giantitp.com/forums/showsinglepost.php?p=20389282&postcount=91)
Academics of True Tongue - Scholastic Aptitudes (Jormengand) (http://www.giantitp.com/forums/showsinglepost.php?p=20389799&postcount=94)
Mushroom Farmer - Tall Tale Feat (caledscratcher) (http://www.giantitp.com/forums/showsinglepost.php?p=20391864&postcount=99)
The Smith's Moon - Lunar Path (EdroGrimshell) (http://www.giantitp.com/forums/showsinglepost.php?p=20392144&postcount=103)
Multipermissions as Dual Discipline Maneuvers (Multi) (http://www.giantitp.com/forums/showsinglepost.php?p=20395153&postcount=112)
Multipermissions as Feats and Spells for Thralls (Multi) (http://www.giantitp.com/forums/showsinglepost.php?p=20403061&postcount=129)
Red Fel - Diabolic Pact/Vestige (Red Fel) (http://www.giantitp.com/forums/showsinglepost.php?p=20404553&postcount=142)
New Doomsayer Invocations (Caledscratcher) (http://www.giantitp.com/forums/showsinglepost.php?p=21149262&postcount=163) Curse of Cooties and
Invocation of the Anexichnai's Madness.
New Distillation Feats (Beelzebub1111) (http://www.giantitp.com/forums/showsinglepost.php?p=21151240&postcount=166) Brew Dullahan Stout, Distill 'Juice', and Tarocchi Pop.
Knight of Shivery (Papaquackers) (http://www.giantitp.com/forums/showsinglepost.php?p=21152759&postcount=168) New Freelancer Forbidden Job.
Exaggerated Profession (Judge) (Temotei) (http://www.giantitp.com/forums/showsinglepost.php?p=21156056&postcount=177)
Oblivion Inside Doomsayer Invocation and Bottle Oblivion Distillation Feat (Oblivimancer) (http://www.giantitp.com/forums/showsinglepost.php?p=21158289&postcount=180)
Brood Plague Worm - A Feat for Thralls (EdroGrimShell) (http://www.giantitp.com/forums/showsinglepost.php?p=21159548&postcount=183)
Jormengand's Recitation of Skill (Jormengand) (http://www.giantitp.com/forums/showsinglepost.php?p=21167710&postcount=185) a further variation on Skill Focus.
Slavemaster's Skill Focus (khadgar567) (http://www.giantitp.com/forums/showsinglepost.php?p=21167723&postcount=186)
Imperator's Skilled Command (Imperator) (http://www.giantitp.com/forums/showsinglepost.php?p=21167755&postcount=188) A Skill Focus enhancing feat.
Further Variations on Skill Focus (EdroGrimShell, Eldest, NeoPheonix0, Eno Remnant, illyahr) (http://www.giantitp.com/forums/showsinglepost.php?p=21167933&postcount=191)
Draconium's Song of Hoarding (Draconium) (http://www.giantitp.com/forums/showsinglepost.php?p=21174133&postcount=203) A Bardic Music Feat.
Harmonizing Familiar (AtlasSniperman) (http://www.giantitp.com/forums/showsinglepost.php?p=21174176&postcount=204) A Bardic Music enhancing feat.
Facade of the Puppy (Basket of Puppies) (http://www.giantitp.com/forums/showsinglepost.php?p=21176609&postcount=207) A Formshifter Invocation.
Another Clutter of Spiders (LoyalPaladin, illyahr, Illven, Jormengand, AtlasSniperman, NeoPheonix0, Draconium) (http://www.giantitp.com/forums/showsinglepost.php?p=21184112&postcount=209) 7 new spider-creatures.
Reality Coder (Eldest) (http://www.giantitp.com/forums/showsinglepost.php?p=21186313&postcount=218) Incarnation variant.

caledscratcher
2016-01-29, 02:48 PM
Yo. I'm caledscratcher and I like Homestuck, Kamen Rider, everything relating to Nintendo, magical girls, ska punk, and plenty of other things. I'm a Jacqueline of all Trades and a self-proclaimed pacifist, as well as an alt-aholic. I love nonstandard character concepts and optimize for the story instead of the mechanics.

Hopefully that does the trick. I give permission, in case it wasn't clear.

LoyalPaladin
2016-01-29, 02:49 PM
Oh, I will definitely give permission for this. I'm not sure I need to expand on my personality, though. It speaks for itself.

If we're doing suggestions, an Incarnation ACF/Variant would be cool. That class is awesome.

illyahr
2016-01-29, 02:55 PM
Would a bardic/diplomancer vestige be too much to ask for? I'm actually a fan of the Binder idea but I missed the GitP Regulars as Vestiges thread by a couple months. :smallfrown:

Zaydos
2016-01-29, 03:15 PM
Yo. I'm caledscratcher and I like Homestuck, Kamen Rider, everything relating to Nintendo, magical girls, ska punk, and plenty of other things. I'm a Jacqueline of all Trades and a self-proclaimed pacifist, as well as an alt-aholic. I love nonstandard character concepts and optimize for the story instead of the mechanics.

Hopefully that does the trick. I give permission, in case it wasn't clear.

Yes that was good, gives many points for ideas to latch on, like Nintendo and henshin heroes, and pacifism and JoaT.


Oh, I will definitely give permission for this. I'm not sure I need to expand on my personality, though. It speaks for itself.

If we're doing suggestions, an Incarnation ACF/Variant would be cool. That class is awesome.

I have an idea for you that isn't about that class. (Incarnation is actually a pain to make ACFs for, I mean at some point I should make a Celestial version of the Demon Lord ACF but it was painful to make that Variant)


Would a bardic/diplomancer vestige be too much to ask for? I'm actually a fan of the Binder idea but I missed the GitP Regulars as Vestiges thread by a couple months. :smallfrown:

Yes, this isn't the requests thread* :smalltongue: And I keep sort of hoping we'll do vestiges again because I missed it too. More seriously, though, while I might make you as a vestige at some point it's not quite in the heart of this thread in that it's the same situation as a Vile Feat. I mean any vestige, assuming I give it a Vestige Priest spell list/Contractor Invocation/Goetic Knight weapon/armor/tool bind, is theoretically in some way connected to 1 to 3 projects, but it is only loosely at best. And ACFs are probably more likely to come to mind with you, I mean there's a decent chance I make you as a vestige now that the idea is in my head, but it might end up in a random GiantITP regulars as X thread because I am probably too lazy for Vestige Priest/Goetic Knight stuff.

Also do I really have 3 variant takes on Binder? Well ok, one was a strange little attempt at a tier 1 binder and the other two were requests. None of them are the real binder variant I've always wanted to make but I'm not sure how it would work (Contractor is close in ways to one of the two, though my true version probably has a bigger skill list, 4 + Int skills, but d4 hit dice and maybe even Int instead of Cha for save DCs of things to really play up the Vestige Scholar aspect).

*Request thread is currently closed to new requests.

Illven
2016-01-29, 03:17 PM
I would like one deity please. :smalltongue:

How many references can you make to civilization in a single deity. :smalltongue:

Damn. :smallfrown:

LoyalPaladin
2016-01-29, 03:17 PM
I have an idea for you that isn't about that class. (Incarnation is actually a pain to make ACFs for, I mean at some point I should make a Celestial version of the Demon Lord ACF but it was painful to make that Variant)
I am excited! I had no idea Incarnation was so painful! Haha.


And I keep sort of hoping we'll do vestiges again because I missed it too.
I too, missed that thread.

Zaydos
2016-01-29, 03:29 PM
I would like one deity please. :smalltongue:

How many references can you make to civilization in a single deity. :smalltongue:

Damn. :smallfrown:

A limited number since I've only played Civ II: Test of Time primarily on the Fantasy setting, and Alpha Centauri primarily without the expansion. That and deities really aren't the point of this thread (closest would probably be making you as a, pure fluff... storm mephit who plans to hostilely take over the Plane of Steam in the name of Storm and ascend to godhood by harvesting the power released when it alters one of the fundamental building blocks of reality, possibly causing untold damage to countless Primes and even the Outer Planes).


I am excited! I had no idea Incarnation was so painful! Haha.

Well I could make it a lot easier by removing the Quasi-Deity capstone, the problem is half of their class features are just gaining that piecemeal because it's such a big thing. Which is why the Hell Lord was painful. Now swap a domain for X, variant Wrath, well actually glancing over there's more I can tinker with than I thought. Flight, fast healing, sight of the divine, lay on hands/evil version, which gives a fair bit where something could be added/removed. And could always do something that replaces a domain transcendency but that feels wrong (it's an ability from a list already is part of it, and some transcendencies are weaker or stronger to compensate for a dirth or abundance of good usually high level spells at)


I too, missed that thread.

That thread was heavily missed it seems.

LoyalPaladin
2016-01-29, 03:31 PM
Well I could make it a lot easier by removing the Quasi-Deity capstone, the problem is half of their class features are just gaining that piecemeal because it's such a big thing. Which is why the Hell Lord was painful. Now swap a domain for X, variant Wrath, well actually glancing over there's more I can tinker with than I thought. Flight, fast healing, sight of the divine, lay on hands/evil version, which gives a fair bit where something could be added/removed. And could always do something that replaces a domain transcendency but that feels wrong (it's an ability from a list already is part of it, and some transcendencies are weaker or stronger to compensate for a dirth or abundance of good usually high level spells at)
I loved playing that class. I was immune to everything! Which is how I like to play D&D.

khadgar567
2016-01-29, 03:47 PM
ever snarky ever raging harem and belly dancer( also known as dancer class in rpgs) loving demon hunter of op content khadgar567 gives his humble permission as well as why the heck not gives one for emperor tippy( since he give blanket permission in the before ı join the band of shenanigans called gitp regulars as x treats(op has the most newest one)

NeoPhoenix0
2016-01-29, 04:10 PM
neat, I think you know most of my persona's repertoire: chaos, teleportation, clever use of matches.

I should try to finish my special avatar sometime.

Blackhawk748
2016-01-29, 05:10 PM
My permission, is of course, granted. I have no specific requests, just do whatever comes to you. Oh and i give you this gif in offering.

http://i.imgur.com/C1yVg6F.gif

Segev
2016-01-29, 05:19 PM
Permission granted. I liked the work you did on the Shepherd of the Dead. The Undead Overlord domain was neat, too.

Ways to keep undead minions relevant as levels reach the higher end (including firmer, longer-term arcane control over those pesky intelligent undead), or of getting them more reliably earlier, are always of interest to me.

Illven
2016-01-29, 06:11 PM
A limited number since I've only played Civ II: Test of Time primarily on the Fantasy setting, and Alpha Centauri primarily without the expansion. That and deities really aren't the point of this thread (closest would probably be making you as a, pure fluff... storm mephit who plans to hostilely take over the Plane of Steam in the name of Storm and ascend to godhood by harvesting the power released when it alters one of the fundamental building blocks of reality, possibly causing untold damage to countless Primes and even the Outer Planes).

Ah since it's based on by-gone threads, I just went for the deity one, sorry. :smallredface:

inuyasha
2016-01-29, 07:35 PM
Alrighty, I give permission!

I quite enjoy mad science, and something I don't always mention on the boards is that I'm in a wheelchair most of the time, so my friends and I love making jokes about that, and yes they can be quite crude, so you have permission for that as well and it won't bug me (seriously, go all out! And no I won't get angry if anyone decided to ask questions)

I really love wild magic, chaos magic, chaotic evil magic. Anything chaos or wild magic related is always fun!

Uuh... for legitimate interests I love poetry, both reading and writing it, and I quite enjoy all manner of fantasy and mythological beings.
in fact you may all find it uncomfortably humorous that my nickname is "NoLegs" in real life,
Full permission granted 100%

Zaydos
2016-01-29, 07:48 PM
Reflected Sun - Lunar Path (http://www.giantitp.com/forums/showthread.php?475186-Moonborn-%28Base-Class-PEACH-Completed!%29) (LoyalPaladin)

The path of the Reflected Sun emphasizes the moon's role in bringing light to the night. It shines forth like a lesser sun, giving hope to mortals against the forces of darkness which swell forth when the sun fades from the sky.

You must be Good aligned to select this Lunar Path. If you willingly commit an Evil act you lose access to the benefits of this Lunar Path until you atone.

Lunar Path I (2nd): 1/day you may Smite Evil. You add your Wisdom modifier to any attack roll and your level to damage dealt. You may smite with a spell that requires an attack roll and if it does not deal damage or deals ability damage you deal your class level in pure sacred force. If used against an Evil Outsider, Undead, or creature with light sensitivity or blindness this smite deals double the normal bonus damage. When you use this smite you create a flash of light which is equivalent to a spell of ½ your class level for interactions with magical darkness and which illuminates out to 60 ft + 10 ft per class level for a brief moment.

Lunar Path II (5th): Your smite becomes 2/day. You may add your Wisdom modifier if positive to saving throws (this means it is added twice to Will saves).

Lunar Path III (11th): Your smite becomes 3/day. You gain the ability to Turn Undead as a (good) cleric of your Moonborn level. When you use turn undead any undead or evil creature within range (that is not destroyed outright) takes 1d6 damage per 2 class levels you possess (Will halves).

Lunar Path IV (14th): Your smite becomes 4/day. If you smite an Evil Outsiders, Undead, or creature with light sensitivity or light blindness it must make a Fort (DC 10 + 1/2 Moonborn level + Wisdom modifier) save or die, or if undead a Will save or be destroyed. A successful saving throw negates this effect (but not the damage from your smite) and renders them immune to the killing effect of your smite for 1 minute.

Lunar Path V (20th): Your smite becomes 5/day. When you kill an evil creature in combat (post battle coup de grace does not count) which was a threat to you (CR at least 12), you or one ally within 60 ft heals 100 hp and immediately ends any 3 of the following adverse conditions affecting the target: ability damage to one ability, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, or poisoned.

Zaydos
2016-01-29, 09:13 PM
Henshin no Hime - Princess Variant (http://www.giantitp.com/forums/showthread.php?414734-Princess-%28Base-Class-Challenge-Winner%29) (caledscratcher)

Trades:

You lose Mystic Songs gaining Mystic Transformations in their place.

Mystic Transformations come in the same 4 grades as Mystic Songs, and whenever a regular Princess would gain a Mystic Song you gain a Mystic Transformation of the same grade instead. Transformations are either Standard action (in which case they usually have an immediate effect) or swift actions and each transformation lasts until their Endurance runs out. You only gain 1 daily use of Hime no Henshin per 2 princess levels, and like with Mystical Songs some Hime no Henshin cost multiple uses and you gain only 1 daily use of your Miraculous Transformation (which costs no uses of this ability). You may only have one Mystic Transformation active at a time, though you may end one at any time to begin a new one, and if that Mystic Transformation was the same grade as the new one you may add ½ its remaining Endurance to the Endurance of the new transformation, or if it was a higher grade (Least is lowest, Miraculous is highest) you may add its full remaining Endurance to that of the new transformation.

Whenever you perform a mystic transformation your clothes transform to match the stylized nature of this transformation. This is an even mix of actual transformation and an illusion-like glamour. Each transformation describes a basis for the type of transformation. Any item(s) worn in the face and/or head slot will always become (part of) a mask, and even if you are not wearing such an item and a transformation does not specify a mask or helmet forming you may choose to have one form. Bags and containers disappear while you are transformed unless called forth (as a move action), however you may call forth items stored in such containers with the same action it would normally be to draw the item out. Otherwise this is a purely visual effect and has no effect on the functionality of items, except that the change of costume may in some cases aid you in disguising yourself.

Each transformation has an endurance value. These function similarly to temporary hp, except you do not take damage to your emergency hp until you would be reduced to less than 1.5 x character level (round down) hp called your danger value, and they serve as the transformation’s duration. This endurance value consists of a number + your Charisma modifier times another number (for example Least Mystic Transformations typically have 3 + Charisma modifier, and Miraculous typically have 24 + Charisma modifier time 8 hp), and each round they lose an amount of Endurance listed in their transformation (typically equal to the Charisma multiplier), this is determined when you transform and effects which modify your Charisma afterwards do not increase or decrease this value. When the Endurance Value reaches 0 the transformation ends and the princess is fatigued until the end of the encounter and 1 minute thereafter or until she uses another Mystic Transformation, however if she has 2 or more mystic transformations run out during a single encounter she becomes exhausted for this period instead of fatigued. When a Princess is transformed and would be reduced to below 1.5 HP per character level (rounded down), a number known hereafter as your Danger Value, any damage in excess to that required to reduce you to your danger value is dealt to your transformation directly reducing its Endurance Value at a 1 to 1 ratio.

Endurance Value Example: Caled is a 4th level Princess with the Hi no Miko mystic transformation and 16 Charisma. Hi no Miko has an Endurance Value of 3 + Charisma modifier, or 6. Caled uses Mystic Transformation at the beginning of a battle with 3 goblins and the transformation begins with 6 Endurance. After the first round it has 5 Endurance remaining, and if Caled takes no damage after 6 rounds it would have no Endurance remaining and it would end immediately. If, however, a goblin attacked Caled and its attack would reduce her to below her Danger Value of 6 hp (1.5 x 4) the excess damage beyond that needed to reduce her to 6 would be dealt to the transformation instead. For the sake of argument the goblins strike Caled and would reduce her to 4 hp, this means that she remains at 6 HP but loses 2 points of Endurance reducing the number of rounds remaining in her transformation to 3 rounds. If on the next round, with 2 rounds remaining, she is struck for 6 damage while still at 6 hp then her transformation would end and she would take 4 damage reducing her to 2 hp.

Reading the Entries:

Name:
Thematics: Basic visual transformation effects.
Endurance Value: Starting Endurance Value. Endurance Cost: Amount Endurance Value is reduced by each round.
Action: Whether the transformation is a swift or standard action, or your choice. If choice it will list a bonus effect for when you transform as a standard action here.
Effect: The game mechanic effects. All saving throw DCs are 10 + ½ Princess level + Charisma modifier unless otherwise noted.
Uses: Only on Lesser and Greater Mystic Transformations (all Least cost 1, all Miraculous cost 0 but are 1/day), number of daily uses of this ability they cost.

Least Mystic Transformations:

Armoring Transformation:
Thematics: Your clothes and gear seem to shift becoming an iron like armor, a helmet forming to cover your head. Your whole body seems to become banded in metallic coating protecting you from harm.
Endurance Value: Princess level + 1.5 times Charisma modifier. Endurance Cost: 1 per 10 minutes.
Action: Swift.
Effect: You gain DR 1/-, this increases to 2/- if you have Lesser Mystic Transformation, and to 3/- if you have Greater Mystic Transformation. Damage dealt to you while Shielding Transformation is active always reduces its Endurance Value even if you are above your Danger Value.

Commanding Icon:
Thematics: Your clothes and gear seem to shift becoming something regal and commanding, taking on military designs and motifs.
Endurance Value: 3 plus Charisma modifier. Endurance Cost: 1.
Action: Swift.
Effect: While this Mystic Transformation is active you are considered to be 4 levels higher as a princess and to have 3 higher Charisma for the purposes of your Inspirational Presence bonus (this does not grant you improved Increased Inspiration.

Genkina Henshin:
Thematics: Your clothes and gear seem to shift becoming something appropriate for athletic activity or acrobatics, becoming gym clothes, leotards, and the like.
Endurance Value: 3 plus Charisma modifier. Endurance Cost: 1.
Action: Swift.
Effect: You may add your Charisma modifier to Strength and Dexterity checks as well as Balance, Climb, Escape Artist, Jump, Swim, and Tumble checks. You are considered to have 1 rank per 2 princess levels in each of these skills or your actual number of ranks + 1 whichever is higher. Your gain a +10 ft enhancement bonus to your land speed, and lastly you add twice your Charisma modifier to your Strength to determine your carrying capacity.

Kangoshi no Henshin:
Thematics: Your clothing and gear becomes reminiscent of those associated with a nurse, typically becoming pristine white or a pastel color.
Endurance Value: 3 plus Charisma modifier. Endurance Cost: 1.
Action: Swift.
Effect: Allies within 30 ft of you heal 1 hit point each round. In addition you may expend 1 or more points of Endurance from this ability to heal a touched creature as a standard action or part of using Healing Affections. 1 point of Endurance heals the creature Charisma modifier hit points, 2 points add +1d6, and every additional 2 points adds +1d6. This is a positive energy effect and harms undead (who are allowed a Will save for half).

Hi no Miko:
Thematics: When you use this transformation your clothes and effects take on a red and white color scheme, pants become a skirt or dress-like train, cloaks become religious shrouds, and so forth. Even armor seems to transform merely into a religious robe. Fire may seem to dance across your clothing.
Endurance Value: 3 + Charisma modifier. Endurance Cost: 1.
Action: Choice. If used as a standard action when you transform you produce a flame that wards against Evil. Each conscious enemy or Evil creature that is not regarded as your enemy which is adjacent to you takes your Charisma modifier fire damage +1d6 per 3 princess levels; this damage is halved against Neutral enemies and Good aligned creatures take no damage. They are allowed to voluntarily move back 5 ft straight from you, and if they do so they may make a Reflex save for ½ damage.
Effect: While this transformation is active you gain Fire Resistance equal to your Charisma modifier plus your Princess level and you may, as a standard action, release a bolt of cleansing flame. This cleansing flame is a ranged touch attack with a 60 ft range and deals fire damage equal to your Charisma modifier + 1d6 per 3 princess levels. Neutral creatures take ½ damage from this bolt, and Good creatures are immune. If you critically hit an Evil creature it must make a Reflex save or catch on fire taking fire damage equal to your Charisma modifier each round for 1d6 rounds or until it extinguishes itself (as one would a normal fire).

Princess of Silence:
Thematics: Your clothes take on a frail and fragile appearance, becoming gossamer dresses or seemingly becoming light, crystalline things.
Endurance Value: 3 + Charisma modifier. Endurance Cost: 1.
Action: Choice. If used as a standard action you may silence the voice of one currently speaking creature for 1 round; this is typically done via readied action. A Will save at -4 negates this effect.
Effect: Noise is impossible within 15 ft of you as you radiate a Silence (http://www.d20srd.org/srd/spells/silence.htm) effect. However your allies and Good aligned creatures within 60 ft may still hear your voice reverberating within their soul if you choose to talk, and you may spend 3 points of this transformation’s Endurance as a standard action to release a sonic burst throughout the area dealing Charisma modifier Sonic damage to all Evil creatures within the area and Stunning them for 1 round; a successful Fortitude save negates the stun.

Lesser Mystic Transformations:

Cleansing Exorcist:
Thematics: Your clothes become a gown, dress, or suit, typically white and one other color, religious iconography appearing embroidered upon them.
Endurance Value: 6 plus 3 times your Charisma. Endurance Cost: 2.
Action: Choice. If you transform as a standard action Outsiders with the Evil subtype and Undead within 30 ft must make a Will save or be dazed for 1d3 rounds.
Effect: You may use Charisma instead of Strength or Dexterity for the purposes of attacks (and damage if applicable), and any weapon you wield overcomes DR as if it were Good aligned. In addition Outsiders with the Evil subtype and Undead within 30 ft of you suffer a -2 penalty to attack and damage rolls, and you deal +2d6 damage with attacks against such creatures.
Cost: 2 uses.

Environment Suit:
Thematics: Your clothes become a full body suit, a mask forming across your face.
Endurance Value: 6 plus 3 times your Charisma. Endurance Cost: 1.
Action: Swift.
Effect: When you learn this Mystic Transformation select an energy type (acid, cold, fire, electricity, or sonic). You gain resistance to all energy types equal to your Charisma modifier plus your class level and immunity to the chosen energy type. In addition while in this transformation you do not need to breathe and are immune to inhaled poisons.
Cost: 1 use.

Guardian Wings:
Thematics: Your clothes either become a resplendent heavenly dress or become armor-like.
Endurance Value: 5 times your Princess level plus 5 times your Charisma. Endurance Cost: 2.
Action: Swift.
Effect: You grow a pair of wings of heavenly wings granting you a fly speed of twice your land speed with Good maneuverability. In addition when you activate this mystic transformation select any number of creatures within 60 ft. Whenever you or one of these selected creatures is within 60 ft and would take damage it is dealt to this transformation’s Endurance instead. As a swift action you may add or remove any number of creatures from this sheltering effect.
Costs: 2 uses.

Kagehime:
Thematics: Your clothes and gear seem to become a suit or dress of elegant midnight blues, purples, and black, or else a cat suit of some sort.
Endurance Value: 6 plus 2 times your Charisma modifier. Endurance Cost: 2.
Action: Choice. If you transform as a standard action you may turn invisible (as the spell Invisibility including attack limitation) until the end of your next turn.
Effect: You gain a variety of advantages with may add your Charisma modifier to Hide and Move Silently checks and may move at your full speed while making a Hide or Move Silently check at no penalty. In addition you may Hide without cover or concealment as long as you are within 10 ft of a shadow (other than your own).
Cost: 1 use.

Greater Mystic Transformation:

State of Excellence:
Thematics: Your outfit usually becomes reminiscent of a school uniform, or the garments of nobility, but perfectly immaculate and often heavily stylized.
Endurance Value: 12 plus 4 times your Charisma. Endurance Cost: 2.
Action: Swift.
Effect: You are considered to have 3 + your Princess level ranks in all skills you do not already have greater than this many ranks in, and gain a +2 to any skill which you already had at least that number of ranks in. As an immediate action you may expend 4 points of Endurance to immediately re-roll any skill check made while this transformation is active.
Costs: 3 uses.

Suit of Absolute Command:
Thematics: Your clothes and gear seem to shift becoming something regal and commanding, taking on either the most regal of designs or military ones. Headbands and hats become crowns, cloaks become regal capes, robes and clothes becoming the most glorious of dresses, or a military uniform.
Endurance Value: 12 plus 4 times your Charisma. Endurance Cost: 3.
Action: Standard.
Effect: When you use this transformation enemies within 60 ft which can see you must make a Will save or fall prone before being dazed for 1 round. While this Mystic Transformation is active you are considered to be 4 levels higher as a princess and to have 3 higher Charisma for the purposes of your Inspirational Presence bonus (this does not grant you improved Increased Inspiration. As a standard action you may issue a command towards up to your Charisma modifier creatures, this functions like the Command spell except that it may effect multiple creatures, may affect any creature which can hear you, even if they do not understand your word, and is a supernatural ability using the save DC for your Mystical Transformations. By paying 6 pints of Endurance you may use Suggestion as a supernatural ability (using the Mystical Transformation save DC).
Costs: 3 uses.

Variable Suit:
Thematics: Varies.
Endurance Value: 12 plus 4 times your Charisma. Endurance Cost: As currently emulated trasformation.
Action: As emulated transformation.
Effect: When you use this Mystical Transformation select any Least Mystical Transformation and gain its effect. As a swift action you may change the active transformation to any other Least Mystical Transformation with an Action to activate of Swift or Choice, and as a standard action you may change it to any other Least Mystical Transformation with an Action to activate of Standard.
Costs: 2 uses.

Miraculous Transformation:

Princess of Argo:
Thematics: Your clothes become red and blue, a shield-like shape becoming emblazoned upon your chest. Worn cloaks become a cape, boots becoming knee high, your hair turning a golden blonde.
Endurance Value: 24 plus 8 times your Charisma. Endurance Cost: 6.
Action: Swift.
Effect: You may use your Charisma in place of your Constitution for Constitution checks and in place of your Strength for all purposes, you gain a +12 enhancement bonus to your Charisma for these purposes. You gain the benefits of a haste spell, a +10 enhancement bonus to Dexterity, +90 ft enhancement to your land speed, and a fly speed equal to triple your land speed with good maneuverability. You gain DR 10/epic and energy resistance to all five energy types equal to your Charisma modifier plus ½ your class level. You gain Improved Unarmed Strike and your unarmed strikes deal 4d6 + Strength damage overcoming DR as if epic and good. Finally you gain the ability to create a 60 ft line of windstorm force winds (Fort save to resist these winds are based upon this ability’s save DC) which moves with you if you move and last till the start of your next turn or you choose to end it as a free action, and the ability to fire eyebeams as a standard action, these function as a ranged touch attack with a 60 ft range which deal 1d6 fire damage per Princess level.

Robes of the Heavenly Sainte:
Thematics: Your clothes become religious robes, or a traditional magical girl uniform, your face immaculate and calm, an air of perfect serenity surrounding you.
Endurance Value: 24 plus 8 times your Charisma. Endurance Cost: 6.
Action: Swift.
Effect: Creatures which can see or hear you must make a Will save to undertake any hostile action against a living creature, this is a mind-affecting effect. Your presence heals diseases, curing any disease as if with Remove Disease merely by passing within 30 ft of a creature, and allies within 300 ft gain fast healing 10. As a standard action you may attempt to speak down a creatures, this functions as Calm Emotions on all creatures which can hear you, with a duration of how long you talk. As a standard action you may expend 2 endurance to replicate a heal spell on a touched creature. As a standard action you may touch a dead creature and expend 4 endurance + 1 per full round it has been dead to revive it as if with a revivify spell but at 1 hp. You gain a +8 bonus to Diplomacy, Heal, and Sense Motive checks.

Combining Variants - Warrior Princess and Henshin no Hime:

These variants can be combined. If you do so you gain 1 Mystic Transformation per 3 levels instead of per 2 levels (as a regular Henshin no Hime) or per 4 levels (as if they gained them at half the rate like they do Mystic Song uses). Your Princess level still counts as 3 less for the purposes of Mystic Transformations giving them a lower saving throw DC and sometimes lowered effects.

Commentary: Needs more transformations but I think this is well more than the basic amount for this thread. Might end up with more eventually, someone else might end up getting to be a transformation or two.

Zaydos
2016-01-29, 10:53 PM
Phoenixflame Knight – Wildwood Knight (http://www.giantitp.com/forums/showthread.php?401772-Wildwood-Knight-%28Fey-themed-martial-initiator-Base-Class-PEACH%29) Archetype (Neophoenix0)

A phoenixflame knight is a member of a younger order which seeks to imitate the flight of the greater phoenixes of Elysium and the Fay Courts. Said to fly between worlds, resist death absolutely, and burn with the fire of Summer itself. While most phoenixflame knights serve the seelie court, the art of the blade transfers swiftly between the two courts and their kind can be found in both courts.

A phoenixflame knight gains access to Desert Wind instead of choosing between Crushing Avalanche and Flashing Lightning.

A phoenixflame knight adds Perform to their class skill list, a phoenix’s otherworldly song is a thing of legend but they do not gain a Seasonal Skill as they cannot devote the time to the study of the traditional skills of their courts.

A phoenixflame knight does not gain Fast Movement instead they gain Bloody Step.

Bloody Step (Su): Beginning at 6th level whenever you score a critical hit in combat you may teleport up to 10 ft; this does not trigger any form of ability which allows you to make attacks on the end of teleportation. At your discretion you may appear in a burst of fire dealing 1d6 fire damage to all adjacent creatures and objects. Beginning at 12th level you may teleport 20 ft and deal 2d6 fire damage. Beginning at 18th level you may teleport up to 30 ft and deal 4d6 fire damage.

A phoenixflame knight does not gain Standing in Court as they do not study the traditional arts of the courtly knights instead they gain Phoenix Resurgence; this counts as Standing in Court for any prerequisites which do not specify a court’s ability.

Phoenix Resurgence (Su): Three times per day you may channel the fires of the phoenixes, letting them flow through you healing you hp equal to 1/4th of your maximum health.

A phoenixflame knight does not gain either of the standard choices for Red Dreams as they do not study the dreams of the Fay Lords and Ladies but instead those of the cryptic greater phoenixes. They gain Dreams of Flight a non-standard Red Dreams option, but cannot choose the standard options.

Dreams of Flight: When you use your Blood Dreams ability teleport 5 x Charisma score feet (if you appear inside an object you are shunted out and take 1d6 damage per square shunted) and gain flight with good maneuverability and 60 ft speed till the end of your next turn.

A phoenixflame knight is not the champion of either court, dedicating themselves to a creature only loosely tied to the courts. However they have viewed the dreams of the phoenixes, lost themselves in the dance of these dreams, and found its fire within. Instead of gaining their choice of Champion of Summer or Champion of Winter you gain Champion of the Phoenix.

Champion of the Phoenix: You gain a (lesser) Phoenix Companion. This companion is, in theory, an extension of your soul and you are able to project it out from you into an adjacent space as a swift or move action on your part, and, when it is adjacent to you, it may re-enter you as a standard action on its part. When it is within you, you may add fire damage equal to your charisma modifier to any martial strike you initiate, and you gain Fire Resistance 30. When you project it forth it becomes a creature (see stats below). If slain your Phoenix Companion reforms itself within your soul in a process taking a week (give or take a few hours) and you suffer 1 negative level for one hour. If you die your Lesser Phoenix dies 1 hour later. It is completely and absolutely loyal to you, being an extension of your own being. You possess an empathic link with this companion as a sorcerer does with their familiar, but it is deeper allowing for full telepathic communication out to 1/2 a mile; when your Lesser Phoenix is adjacent to you, you gain the benefits of the Alertness feat.

Phoenix, Lesser
Medium Magical Beast (Fire)
Hit Dice: 16d10+80 (168 hp)
Initiative: +8
Speed: 20 ft (4 squares), or fly 90 ft (good)
Armor Class: 26 (+8 Dexterity, +5 natural, +3 deflection), touch 21, flat-footed 18
Base Attack/Grapple: +16/+19
Attack: Bite +24 melee (1d8+4 plus 2d6 fire and 2d6 divine energy)
Full Attack: Bite +24 melee (1d8+4 plus 2d6 fire and 2d6 divine energy) and 2 claws +21 melee (1d6+2 plus 2d6 fire and 2d6 divine energy)
Space/Reach: 5 ft/5 ft
Special Attacks: Breath weapon, fire flight, sacred fire
Special Qualities: Active healing, cold vulnerability, fast healing 5, fire immunity, flaming body, immunity to negative energy, death effects, and energy drain.
Saves: Fort +15, Ref +18, Will +9
Abilities: Str 18, Dex 27, Con 21, Int 14, Wis 19, Cha 16.
Skills: Listen +23, Perform (Song) +20, Sense Motive +23, Spot +31, Tumble +18.
Feats: Flyby Attack, Healing DevotionCC, Heighten BreathDra, Maximize BreathDra, Multiattack, Weapon Finesse.
Environment: Elysium or temperate plains and hills.
Organization: Solitary
Challenge Rating: 13
Treasure: Standard.
Alignment: Always Neutral Good (Elysium), or often Chaotic Good (Fay) (Phoenixflame Knight’s alignment)
Advancement: 17-24 HD (Medium).
Level Adjustment: –

A lesser phoenix is a race of highly intelligent bird with the ability to breathe fire and whose bodies are wreathed in sacred flames.

A lesser phoenix is a dweller in the plains of Elysium, a welcome sight across the fields of the Blessed Dead. Songbirds by nature their songs and their warmth are welcome companions of travelers across the plane, but one is advised not to commit evil in its sight, for it will not broke with evil deeds and will burn those who commit them.

Most lesser phoenixes on the Prime, however, are so called ‘fay’ phoenixes. Mechanically identical these phoenixes are normally associated with the seelie court and are much more likely to be of a non-good alignment. They are creatures of song and expression, violent to those who act against their own personal (and often unique) moral codes, and prone to overweening vanity such that the one certain way to anger them is to insult their song or plumage.

A lesser phoenix speaks Sylvan, and, if from Elysium, Celestial, as well as 2 additional languages (for high Int) usually Ignan and Common.

Combat:
A lesser phoenix prefers to begin combat with a powerful fire blast before flying in to engage with its flaming claws and beak.

Active Healing (Su): As a standard action a lesser phoenix can focus on its self-recuperation healing itself 4d8+16 hp.

Breath Weapon (Su): A lesser phoenix has a single breath weapon a 30 ft cone of fire dealing 14d6 damage, half this damage is fire and half is pure divine force not affected by fire resistance or immunity. A Reflex save (DC 23, Constitution based) halves this damage. Once a lesser phoenix uses this breath weapon it must wait 1d4 rounds to do so again. Typically they will use this ability as a full round action to maximize it and increase its DC to 28 dealing 84 damage, and increasing the time till they can use it again to 1d4+8 rounds.

Fire Flight (Su): As a full round action a lesser phoenix can fly up to twice its speed, or four times in a straight line, spilling fire in its wake. Any creature it passes over or adjacent to during this flight takes 5d6 damage, half this damage is fire and half is pure divine force. A Reflex save is allowed for half damage (DC 23, Constitution based).

Flaming Body (Su): A lesser phoenix’s body is writhed in flames providing light as a lantern. This fire will not burn, and in fact while it will warm a creature will not increase the temperature to damaging levels even with prolonged exposure. However if a creature strikes the phoenix with a (non-reach) melee attack the fires will turn hostile dealing 2d6+3 (Charisma modifier) damage to the attacking creature, half of this damage is fire damage and half is pure divine force not subject to (fire) resistance or immunity.

Sacred Flames (Su): A lesser phoenix’s talons and beak writhe with divine fire when it attacks. This fire deals 4d6 damage, one half (2d6) of which is fire damage and one half (2d6) is pure divine force not subject to (fire) resistance or immunity. This is included in the phoenix’s stats above.

Skills: A lesser phoenix gains a +8 racial bonus to Perform (Sing) and Spot checks.

Zaydos
2016-01-30, 01:01 AM
New Feat for Thralls (http://www.giantitp.com/forums/showthread.php?447399-To-Serve-the-Ancient-Ones-%28Vile-Feats-3-5%29) (inuyasha)

Invocation of Eenooyasya [Vile]
You have learned the rites to invoke one of the greater servitors of the Outer Gods, the shadow-crow Eenooyasya channeling his primordial magic through your body.
Prerequisites: Servant of the Old Ones, Knowledge (arcana) or Spellcraft 5 ranks.
Benefit: You gain the ability to invoke the ancient and untamed magic of the beginning of times, channeling it through your body at the capricious will of Eenooyasya. You may channel this power through your body 2 times per day against a target within 30 ft. Roll upon the table corresponding to your character level or that belonging to a lower character level to determine the effects of this invocation. The invocation is always considered a spell-like ability with a spell-level corresponding to the level listed on the table for the rolled result, save DC 10 + Spell level + your Cha modifier, and a caster level of your character level. You must choose your target before rolling. Using this feat is a standard action.

Character level 2-5
RollEffectSpell Level
1You become the target, roll again-
2Target takes 5d6 electricity damage (Ref halves)2nd
3Target is unable to see you for 1 minute/CL or until you attack them (Will negates)2nd
4A swarm of spiders emerge from the target’s flesh dealing 3d6 damage and then beginning to attack the nearest living creatures for 1 round/CL before turning into so much of goo, a Fort save prevents the emergence of the spiders and halves the damage2nd
5Target is teleported 1d6x30 ft directly away from you, if they would appear within a solid object they are shunted out of it taking 1d6 damage per 5 ft traveled, unlike normally with teleportation they do not have to appear on solid ground. Will negates.2nd
6Target suffers a Strength penalty of 1d6+1/2 your CL for 1 minute/caster level1st
7Nothing happens-
8Target is blinded permanently (Fort negates)2nd

Character level 6-10
RollEffectSpell Level
1You become the target, roll again-
2Target is charmed as Charm Monster for 1 hour/caster level, Will negates (+5 to save if you’ve attacked them); you are charmed by target on backfire.4th
3Target is Confused for 1 round/caster level except that on a 91-100 they attack themselves instead of the nearest creature (this does not cause them to attack themselves on the next round); Will negates4th
4Target contracts Black Spit (see below) which manifests immediately as if with a Contagion spell, Fort negates4th
5Target suffers a targeted Dispel Magic but suffers 1 point of Charisma damage for each spell effect dispelled (magic items suppressed do not inflict this damage).4th
6Target takes 8d6 electricity damage (Fort halves)4th
7Target becomes unable to move from their square for 1 round/CL. This is a mind-affecting compulsion and Will negates.4th
8Target becomes a Large Monstrous Spider as if through Polymorph for 1 hour/caster level (Fort negates)5th

Character Level 11-15
RollEffectSpell Level
1You become the target, roll again-
2For 1 round/caster level at the beginning of each of the target’s turns they teleport 1d6x30 ft in a random direction, if they would appear within a solid object they are shunted out of it taking 1d6 damage per 5 ft traveled, unlike normally with teleportation they do not have to appear on solid ground. Will negates. 7th
3 Target contracts Black Dissolution (see below) which manifests immediately as if with a Contagion spell, Fort negates6th
4Target dies, this is a death effect, unless they succeed a Fortitude save in which case they take 3d6 + CL damage7th
5Target enters a Frenzy as a Frenzied Berserker, and begins to attack their former allies in preference to all other foes. This frenzy lasts 1 round/caster level. This is a mind-affecting compulsion and a successful Will save negates the effect.7th
6Target takes 15d6 electricity damage (Fort halves)6th
7Target’s hand (randomly determined which one) drops off dealing 8d6 damage, and it grows to Gargantuan size (or as large as space permits) becoming a Monstrous Spider of that size, this monstrous spider possesses an overwhelming need to kill its originator. A Fortitude save halves the damage and prevents the hand from dropping off to kill its creator.7th
8Target is affected as if hit by a Disintegrate spell.6th

Character Level 16-20
RollEffectSpell Level
1You become the target, roll again-
2Target takes 30d6 electricity damage (Fort halves)8th
3Target dies (this is a death effect) exploding in a burst of disease ridden goo that inflicts Black Dissolution on all creatures within 15 feet (Fort DC 18 negates) with an incubation period of 1 round. A Fort save from the target prevents their death and the resulting goo, reducing it to just 5d6 + CL damage.8th
4Target is dominated as if by Dominate Monster for 1 hour/caster level.9th
5As Finger of Death but if target fails their save they immediately rise as a Dread Wraith bent on killing all their loved ones.9th
6Target’s eyes drop from their skull, sending shocks of electricity through their body as they do so, dealing 12d6 electricity damage and blinding the target. These eyes then each grow into a colossal monstrous centipede (or whatever size category can fit in the space available) bent on eaten its source. A successful Fortitude save prevents the loss of the eyes and their subsequent transformation but does nothing to the damage.9th
7Target is teleported to an immediately dangerous location on a random Inner or Lower Plane and then affected as if by Dimensional Anchor for 1 round/caster level. Will negates9th
8Target becomes possessed by a powerful and ancient evil force. Physically and mentally they are transformed into a golothoma (Elder Evils page 118) (this is a polymorph subschool effect as updated in PHBII and Complete Mage, meaning all game statistics are replaced with those of a golothoma’s) their personality and motivations twisting to a Chaotic Evil set of desires filled with the urges of an obyrith. A successful Will save negates this effect and they may make a Will save using their old Will save bonus each day to revert it. If Elder Evils is unavailable use a nalfeshnee (tanar’ri) instead.9th

Black Spit:
The disease’s name come from one of the more interesting symptoms, it colors the patient’s saliva and phlegm an ashy black. As a warning to caretakers the disease seems to spread through bodily fluids.

Incubation Period: 1d4+1 days. Fort save DC: 14. Disease Damage: 1d3 Constitution, and 1 Wisdom.

Black Dissolution

This disease owes its name to its side effects. While a nuisance to a warrior, it is a true danger to a spellcaster, the virus infecting their ability to cast spells causing them to release their magic almost at random. The disease itself seems to be found in ancient ruins and temples to beings from before the current reality, the citadels and centers of power for Outer Gods, Elder Evils, and Ancient Ones, as well as aboleth (who are themselves immune) cities. It's symptoms include dark circles around the eyes, homicidal outbursts, and sudden spurts of black ichor from your body when you cast spells. This last, combined with the fatal end to casting too many spells when infected, is the source of this disease's name.

Disease DC: 18

Disease Damage: 1d6 Wisdom.

Incubation Period: 1d6+1 days.

Special: When infected with Black Dissolution whenever you are in immediate threat to your life, such as combat, you must make a Will save against the disease's DC, and must make another one for every 3 rounds it continues. If you fail this Will save you must spend your turn attacking the nearest living creature unless you can cast spells or use invocations. If you can cast spells (or use invocations) you must cast a random spell (or use a random invocation) of your highest (effective) spell level on a random legal target, or if an area of effect at its maximum range (limited by line of sight/effect) in a random direction; spells are always used before invocations even if they are lower level.

In addition whenever you cast a spell (or invocation) of your highest currently available (effective) spell level you suffer Constitution damage based upon its spell level as black ichor oozes from your body. 1 if it was 0 level, 1d4 points of Constitution damage if it was 1st to 3rd, 1d6 if it was 4th to 6th, 1d8 if it was 7th or 8th, and 1d10 if it was 9th. If this Constitution damage reduces a creature's Constitution to 0 they dissolve into black goop. This black goop is an ooze with 1 HD and small size if they were Small, 3 HD and medium size if they were Medium, 5 HD and large size if they were large, and is a black pudding if they were huge or larger. If it is an ooze of a smaller size it cannot attack, but has 22 Con (as a black pudding) a black pudding's speed, blindsight, and ooze traits, and an instinctual need to combine with other black goop to form a 10 HD black pudding, to combine simply requires moving into the same square and then adding Hit Dice. The black goop may combine with an extent black pudding to add its HD to the pudding's to a maximum of 30 HD.

Infusions, and Mysteries that are cast as spells are considered spells for Black Dissolution, but utterances and non-invocation spell-like abilities are unaffected.

Finally as a supernatural disease Black Dissolution's effects are suppressed in an anti-magic or dead magic area, and it is difficult to cure with Remove Disease or Heal requiring a DC 20 CL check with a Remove Curse or Break Enchantment spell before it can be removed through other magic within the next minute. Black Dissolution otherwise resists all attempts to cure it.

Special: You may take this feat multiple times, each time you do you gain 2 additional uses of it.

VoodooPaladin
2016-01-30, 01:08 AM
Hey, can I get in on this? I'm a major fan of your Halloween Harvest. I'm still disappointed I couldn't contribute more to it.

Ahem.
-I like to study myth, legend, religion, philosophy, and all of fantasy's other miscellaneous grandparents.
-Been a fan of Homestuck since its year of inception. Can't hide from that one, may as well walk towards it.
-I've been playing strategy games for years: mostly Warcraft and Disgaea. I'm kind of bad at them.
-My taste in music fluctuates fast enough to cause whiplash.
-I write down every single half-decent idea I have for literally anything, since it might be useful later. I'm up to two notebooks and a head-count of a couple hundred or so assorted notepad files.
-I self-identify as a madman.

Is any of that helpful?

Eno Remnant
2016-01-30, 01:36 AM
It's my honour to be able to give permission.

I'm what you might call a Bardadin of Freedom. I like Bards, and I almost always use three levels of Paladin of Freedom in my builds for that sweet Charisma to saves and immunity to compulsions. Basically, I love Charisma. I enjoy martial initiation, and dislike casting (mostly because of all the effort of diving into books for the right spells. I absolutely loathe prepared casting. Like SLAs, though).

I'm a fan of RWBY and similar wuxia material, and enjoy reading/writing and JRPGs.

I like to think of myself as uncanny and somewhat wise, in that blinkered way that anyone who took philosophy in college thinks they're wise.

I really enjoyed your Dragon Chorister, Doomsayer, Tall Tale and Incarnation, though I've only played the Chorister, and admittedly found it lacking some options.

Hope some of that helps to inspire you.

Zaydos
2016-01-30, 02:07 AM
As a general odds against anything else being made in the next ~18 hours is high.


Is any of that helpful?

Should be. I'd be tempted to make something voodoo based but... 1) I know next to nothing about voodoo (good free resources would always be appreciated) and I know my ignorance would show badly because I know just enough to know you can't trust Hollywood on it at all, 2) might get close to the real world religion stuff. There are ideas percolating, though.


I really enjoyed your Dragon Chorister, Doomsayer, Tall Tale and Incarnation, though I've only played the Chorister, and admittedly found it lacking some options.

Hope some of that helps to inspire you.

It definitely does. Did have some questions about the bolded part.

1) What was the level range?

2) Think the Chords probably should have been more uses per day? Just looked over it to update tables and realized they're all 1/day which is awfully low. I mean I know some of the why I made that choice (Standard action start hymn, cycle through hymns dealing ~1d6 level every other round while buffing allies on the rounds you aren't, medium BAB for back up melee) but I might have been being much, much too conservative. Might also need a Chord at 5th and 9th or 10th level.

Truth be told as much time probably went into the fluff as the crunch of dragon chorister. Made most of the class while at the gym, and just fine tuned bits when I got back (the chords probably took some time), and in a lot of ways it was an experiment in class design, but I've never actually playtested it since well looking at it by the end of the contest I didn't really like it too much because... I felt it probably lacked actual options, was weird for multiclassing because so much went off of its class level but at the same time you could theoretically keep the hymns going continuously outside of combat, as long as you weren't concerned about the noise, meaning you were doing your main schtick without any action cost which frees you to... full attack worse than an NPC warrior which isn't much at all. Then again it was one of the few classes really made for the sole purpose of a contest (last minute entry, made in like 1-2 hours not counting time at the gym) which is one reason it has 1 ability/level for all but 2 levels and one of those is first ('dead' levels did very badly in contests at that point, and double levels looked aesthetically unappealing to me).

(Dragon Chorister falls in an odd place of 'I feel this was a bad path of design, but I am fond of it anyway', similarly to the Princess actually, as opposed to my other class made while walking at the gym between sets of weights which is 'I feel this was a bad an uninteresting class')

NeoPhoenix0
2016-01-30, 02:12 AM
Phoenixflame Knight – Wildwood Knight (http://www.giantitp.com/forums/showthread.php?401772-Wildwood-Knight-%28Fey-themed-martial-initiator-Base-Class-PEACH%29) Archetype (Neophoenix0)

hOi!!!!!!
RATED TEM OUTTA TEM
http://vignette3.wikia.nocookie.net/undertale/images/9/9c/Temmie.gif/revision/latest?cb=20151206115948...Ima go find some kind of anti-caffeine drink.

Eno Remnant
2016-01-30, 02:17 AM
It was level 14. We were playing a WotC web module.

As for the 1/day, didn't even notice that :smallredface:. Just kept cycling through hymns as appropriate. This made me a valued buffer for two Mythos characters. Just to emphasise, that made me valuable – to Mythic characters :smalleek:. They were mightily impressed with the buffs I was able to provide, though my lack of offensive fire/acid attacks was telling, since we were fighting trolls.

If I had used them as 1/day, things would not have gone nearly as well for us. Especially since I started using Protection every time I was about to do something that might trigger a trap :smalltongue:.

Zaydos
2016-01-30, 02:34 AM
War Chorister - Dragon Chorister (http://www.giantitp.com/forums/showthread.php?312878-Dragon-Chorister-%283-5-base-class-PEACH%29) Archetype (Eno Remnant)

"Only with iron will the song survive the fire." - Eno, survivor of the massacre of the Monastery of Tolshack.

Drawbacks: You lose Chord of Entanglement (3rd), Chord of Dragging (7th), Chord of Immobilization (12th), Chord of Time (14th), Chord of Stunning (17th), and Chord of Death (19th). Your skill points per level are reduced to 4 + Int.

Benefits:

At 1st level you gain proficiency in a single melee weapon of your choice, as well as a limited form of martial initiating.

At 1st, 3rd, 7th, 12th, 14th, 17th, and 19th level you select a single maneuver from each of Desert Wind, Flashing Lightning (http://www.giantitp.com/forums/showthread.php?401420-Flashing-Lightning-%28Electricity-themed-Martial-Discipline%29), or Crushing Avalanche (http://www.giantitp.com/forums/showthread.php?401600-Crushing-Avalanche-%28Cold-themed-Martial-Discipline%29). You can use 1 of these maneuvers (without choosing which before hand) each encounter at 1st level, increasing to 2 at 3rd, 3 at 7th, 4 at 12th, 5 at 14th, 6 at 17th, and 7 at 19th, you cannot however use the same maneuver twice in a single encounter this way. You cannot recover these maneuvers without spending a full minute to rest and relax, they are not readied and abilities that allow you to recover maneuvers (including adaptive style) do not allow you to regain them; if you can initiate maneuvers from a different source (such as Martial Study or Initiator levels) you may learn and ready an identical maneuver in that fashion, although these maneuvers are considered known for the purposes of prerequisites. When you initiate one of these maneuvers if you are singing a draconic hymn you may use your Charisma modifier in place of your Strength for attack and damage and any relevant ability score for the purposes of the initiated maneuver.

At 5th level, 10th level, 15th level, and 20th level you may select a single stance from one of these disciplines to learn.


Design Commentary: Probably a straight power boost (see my question #2 above to realize I apparently thought they had more chords and more uses of the ones they had) but it's also probably more fun and more interesting. Also elemental maneuvers fit dragons, though makes me feel I need to make a Dragon Discipline or an Acid one... well maybe in March.

Zaydos
2016-01-30, 02:39 AM
hOi!!!!!!
RATED TEM OUTTA TEM
http://vignette3.wikia.nocookie.net/undertale/images/9/9c/Temmie.gif/revision/latest?cb=20151206115948...Ima go find some kind of anti-caffeine drink.

You might should get the anti-caffeine drink... I also really don't know if Tem outta Tem is good or a scathing condemnation from the very bowels of the Abyss.


It was level 14. We were playing a WotC web module.

As for the 1/day, didn't even notice that :smallredface:. Just kept cycling through hymns as appropriate. This made me a valued buffer for two Mythos characters. Just to emphasise, that made me valuable – to Mythic characters :smalleek:. They were mightily impressed with the buffs I was able to provide, though my lack of offensive fire/acid attacks was telling, since we were fighting trolls.

If I had used them as 1/day, things would not have gone nearly as well for us. Especially since I started using Protection every time I was about to do something that might trigger a trap :smalltongue:.

Hymns are at-will with the cycling limitation, the Chords (slightly fancy Power Words) are the 1/day ones. And that is a :smalleek: I think I based the math on bard, but I made it quick and sloppy so it was something like "Bard + Song of the Heart + Inspirational Boost is +6 at 20th right?"

And apparently you're a martial archetype which might need revision if I ever get up the desire to actually revise Dragon Chorister.

Edit: Quick check reveals Protection is math based off of Mass Conviction cap is removed allowing it to get to +7 at 20th instead of being capped at +5 at 18th... which is probably later than I expected when making it. Might should have been +1 + 1/4 but meh.

tsj
2016-01-30, 03:14 AM
Hm .. I like wizards and warlocks...
I like spells and invocations that are Sci fi and/or futuristic and/or modern...

There are too few truly modern and sci-fi spells and invocations

I like cats, familiar?

I like IT, electronics, phones, tablets, gadgets and computers

I like carpentry

I like barbarians, rage spell?

I like sniper games

I like D20 (obviously)

I guess I kind of request a kind of wizard/invocation user with a strong Sci fi kinda feel?

Oh and permission granted

NeoPhoenix0
2016-01-30, 03:50 AM
You might should get the anti-caffeine drink... I also really don't know if Tem outta Tem is good or a scathing condemnation from the very bowels of the Abyss.

Is good, is very good! Tem is very famus VERY!!!!!

Eno Remnant
2016-01-30, 10:32 AM
War Chorister - Dragon Chorister Archetype (Eno Remnant)

Glorious. Simply glorious. Also, I now need to make a character based on that quote.

As for the Chords, oops. That's what I get for trying to respond while distracted. Yeah, I tried using chords on some enemies early on, and they were too strong for me to have a lasting effect - subsequently, they were blown before they could be of use. Though that's my own fault for assuming the enemy wouldn't have enough HP to resist it. Chords really need you to soften an enemy up first. 1/day is a little tight, yeah, but judiciously applied I'd call it fair. One is not likely to face more than one or two enemies that require that kind of delaying in a day.

Zaydos
2016-01-30, 12:05 PM
Techno-Surgical Juggernaut or Exaggerated Cyberneticist – Tall Tale Archetype (http://www.giantitp.com/forums/showthread.php?326799-Tall-Tale-%283-5-Base-Class-Contest-Winner-PEACH%29) (tsj)

Unlike a traditional Tall Tale, a Techno-Surgical Juggernaut is no servant of the narrative, no hero born of luck and bluster. Instead they are dedicated to self-improvement through the esoteric art of cybernetics. They replace parts of their body and mind with machines granting them the ability to do otherwise unheard of feats of skill and amazement, things that were a normal human to do could surely be nothing more than a big fish story of exaggeration to amuse one’s friends and loved ones on a winter day.

At 1st level you gain Exaggerated Cybernetics granting you ranks in Craft (blacksmithing), Knowledge (architecture and engineering), and Craft (cybernetics) which cannot be used as a normal Craft skill (there just isn’t demand for advanced cybernetics) but is used in your continuing quest for self ‘perfection’). This replaces the Exaggerated Skill you would gain at 1st level and counts as an Exaggerated Skill, Craft (cybernetics) if the precise skill becomes important. When you would gain a Lesser, Greater, or Storied Exaggerated Skill you may gain that level of Exaggerated Cybernetics and assuming you remain single classed will have to at no later than 10th, 15th, and 20th respectively.

Least Exaggerated Cybernetics: For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), you count as both your type and a construct. You gain a +4 bonus on all saving throws against mind-affecting effects, disease, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune sleep effects. You also gain a single upgrade suite from the list below:

Arm: You gain a natural slam attack dealing 1d6 damage. It gains a +1 enhancement bonus to attack and damage per 5 ranks in Craft (cybernetics) beyond 2 (7/12/17/22 or 4/9/14/19 in PF), and overcomes DR as adamantine if you have the Greater Exaggerated Skill.

Brain: You gain Improved Initiative, and 3/day you may add your Int modifier to Knowledge checks (this is in addition to the regular time).

Spine: Your carrying capacity is increased by 50%, you gain a +2 on Strength checks made to resist overrun, bull rush, and trip attempts.

Lesser Exaggerated Cybernetics: Your type changes to Construct and you gain the Living Construct and Augmented [your former type] subtypes. You gain all immunities associated with being a Living Construct. In addition you gain a +2 natural armor bonus, and a 25% chance to ignore the additional damage from a critical hit or precision damage. 1/day you may make a Craft (cybernetics) check as a 5 minute action to heal 4 hp per character level, and may be repaired with a Craft (cybernetics or blacksmithing) check as normal for a construct.

You also gain three upgrade modules, these upgrade modules each grant you a Least Exaggerated Skill and 4 ranks in its associated skill(s), increasing to 5 ranks if your Tall Tale level is 7, 6 ranks if it is 8, 7 ranks if it is 9, to a maximum of 8 ranks if it is 10. You may only have one upgrade module installed at a time. Each upgrade module weighs 2 lbs and can be created with a Craft (cybernetics) check (DC 25), and have a market price of 3000 GP costing 1000 GP in raw materials to replace but you may make them at 10 times the regular speed with craft checks. Swapping an upgrade module takes 1 minute to remove it, although you or another creature if you are willing or helpless may tear it out as a full round action dealing 5d6 damage to yourself in the process, and 1 minute to install a new module.

Greater Exaggerated Cybernetics: You gain +2 to Strength, DR 2/adamantine, your natural armor increases by another +2 (+4 over your original), and you now have a 5% chance per Tall Tale level to ignore the additional damage from a critical hit or precision damage.

You gain the ability to make Constructs which are made primarily of metal through the use of Craft (cybernetics). These constructs lack any Su abilities they would normally possess, but are otherwise identical to their normal versions. Creating a construct requires you to have 3 more ranks in Craft (cybernetics) than the minimum level a normal character can make the construct at (either determined by any hard requirements or minimum level for spells) but you need not meet any other requirements. This requires the body to be built, and then raw materials for the electronics to animate it costing ½ its normal market price value. Constructing a construct this way is a DC 20 + HD Craft check and you can craft it at 10 times its normal speed (use its normal market price value to determine how quickly it is finished).

You also gain the ability to make additional upgrade modules that function as those granted by the Lesser Exaggerated skill. You may make an upgrade module for any Exaggerated Skill, and may have 3 upgrade modules installed at a time. You now make upgrade modules at 20 times the regular speed. You may now remove an upgrade module as a full round action and install a new one as the same.

Storied Exaggerated Cybernetics: You lose the Living Construct subtype gaining the full benefits. You retain your Constitution score, but are considered to have Con – whenever it is beneficial. You may choose to allow mind-affecting effects to bypass your immunity. Your DR increases to 5/adamantine and your natural armor and Strength both increase by an additional +2.

You may now make a Craft (cybernetics) check to heal yourself 3 times per day instead of once.

Your upgrade modules improve granting you 9 skills ranks plus 1 per Tall Tale level beyond 16th you possess, and the Lesser Exaggerated Skill as well as the Least. You may now keep 3 additional upgrade modules in a half-installed state and switching between one of these and an active upgrade module (making it be in this half-installed state) is only a standard action.

An Exaggerated Cyberneticist is freed from the bonds of narrative. At 2nd level an Exaggerated Cyberneticist does not gain Skin of your Teeth instead they gain Optimal Performance. And at 3rd level they do not gain Blessing of Kindness instead gaining Upgraded Senses. At 12th level they do not gain Extended Skin of your Teeth but instead gain Extended Optimal Performance. At 17th level they do not gain Uncanny Luck instead gaining Overcharge Upgrade Module.

Optimal Performance (Ex): When at greater than 75% health your cybernetics perform optimally granting you DR 2/admantine (or increasing that granted by Exaggerated Cybernetics by 2), a +2 competence bonus on Listen, Search, and Spot checks, and a +1 competence bonus on attack rolls, AC, saving throws, and damage.

Upgraded Senses (Ex): You gain Darkvision, Low-Light Vision, and may use Intelligence in place of Wisdom for Listen, Sense Motive, and Spot checks.

Extended Optimal Performance (Ex): Your bonuses from Optimal Performance now apply as long as you have more than ½ your maximum health.

Overcharge Upgrade Module (Ex): Once per day you may cause an upgrade module to flare to full life. You gain skill ranks in the associated skill(s) equal to your Tall Tale level +3 instead of the normal amount (though still capped at Character Level +3) and you gain the Greater Exaggerated Skill associated with that skill. These benefits last 3 + Int modifier rounds, after which point the upgrade module is burnt out and non-functional until removed and repaired requiring 1 hour of work and a DC 30 Craft (cybernetics) check.

ImperatorV
2016-01-30, 02:17 PM
Permission granted. How do you feel about incorporating other people's homebrew? I've always wanted an army of mecha and crossing your Courtier with the Mecha Ace class from Base Class Challenge XXII or the super robot wars subsystem on minmax seems like a good way to do it.

If not, anything with minions and good versatility is fun. I like having people to do my dirty work while still being able to take care of myself.

LoyalPaladin
2016-01-30, 02:33 PM
Reflected Sun - Lunar Path (http://www.giantitp.com/forums/showthread.php?475186-Moonborn-%28Base-Class-PEACH-Completed!%29) (LoyalPaladin)
That is awesome! I totally dig it.

VoodooPaladin
2016-01-30, 05:45 PM
I know next to nothing about voodoo (good free resources would always be appreciated) and I know my ignorance would show badly because I know just enough to know you can't trust Hollywood on it at all, 2) might get close to the real world religion stuff.

Your restraint is appreciated. I likely don't know much more about it than you do: I was living in Louisiana at the time, but I've only picked up some vague folk practices. I actually know a good bit more about Christianity, Wicca, and northeastern Native American practices than I do about Voodoo. I have gleaned, however, that there are no less than four distinct sects of Voodoo, spread across three nations and the Atlantic ocean. Whenever I get confused about Voodoo, I just that part and then I don't feel so bad about it.

tsj
2016-01-31, 11:03 AM
@zaydos: thanks for creating the tall tale archtype (s)


:-)

Do you have some info/link regarding the tall tale base class?

Zaydos
2016-01-31, 01:39 PM
Permission granted. How do you feel about incorporating other people's homebrew? I've always wanted an army of mecha and crossing your Courtier with the Mecha Ace class from Base Class Challenge XXII or the super robot wars subsystem on minmax seems like a good way to do it.

If not, anything with minions and good versatility is fun. I like having people to do my dirty work while still being able to take care of myself.

Mecha Ace is more likely than most since I know the creator IRL and was the main sounding board for it so I know the class's math very, very well for something I didn't make.

Edit: Though there is one problem with incorporating Mecha-Ace and Courtier the first thing to come to mind is just putting Mecha-Ace on the tables for their retainers (it'd be same tier as Crusader). Though I do think I toyed with the idea of a theurge or alternate 'spell' system... it was an alternate spell system (like Bardic Courtier below) for Courtier using an Ace Mecha, I'd have to go back over that... unfortunately this never got to the write things down point and more just the toy with numbers in head point.


That is awesome! I totally dig it.

Glad to hear it.


Your restraint is appreciated. I likely don't know much more about it than you do: I was living in Louisiana at the time, but I've only picked up some vague folk practices. I actually know a good bit more about Christianity, Wicca, and northeastern Native American practices than I do about Voodoo. I have gleaned, however, that there are no less than four distinct sects of Voodoo, spread across three nations and the Atlantic ocean. Whenever I get confused about Voodoo, I just that part and then I don't feel so bad about it.

Me I tend not to know much about the New World stuff, more classic mythology, Norse myths, Egyptian, stuff I could easily find books on as a child.


@zaydos: thanks for creating the tall tale archtype (s)


:-)

Do you have some info/link regarding the tall tale base class?

Yes (http://www.giantitp.com/forums/showthread.php?326799-Tall-Tale-%283-5-Base-Class-Contest-Winner-PEACH%29), as a rule of thumb anything expanded here is going to be linked in my sig (under the my homebrew link), and I really should link it in the post I just started forgetting (in my defense with the Techno-Surgical Juggernaut I had to go about 3 seconds after hitting send so I might have forgotten because was in an extreme rush).

Zaydos
2016-01-31, 02:01 PM
Bardic Courtier – Courtier ACF (http://www.giantitp.com/forums/showthread.php?304975-Courtier-%28Base-Class-PEACH%29) (illayhr)

In some courts artistic skill is prized above all else, not power or financial acumen but sheer artistic talent. In such a court a courtier may learn not magic, nor the will of the divine, nor even martial prowess, but instead turn themselves towards the study of the arts and the bards’ songs (https://www.youtube.com/watch?v=n63UbX5kzAc).

A Bardic Courtier does not gain spellcasting at 4th level. Instead they gain 7 ranks in a Perform skill of their choice and 7 ranks in Craft (painting), Craft (poetry), Craft (calligraphy) or a similarly high class and aesthetic Craft skill (if this would put them at higher than Character level + 3 ranks in either skill the remainder are wasted). They gain a free rank in each of the chosen skills whenever they gain a Courtier level. In addition they gain Bardic Music and the ability to use one Bardic Music performance per 2 Courtier levels, but gain access to new varieties of Bardic Music at the same rate and levels as a bard, even gaining the same bonus to Inspire Courage. At 9th level they gain Skill Focus in either their chosen Perform or Craft skill gaining Skill Focus in the other at 15th level.

Design Notes: They gain nearly full bardic music performance not because I view them as so weak, Inspire Courage is good, but because they overlap so heavily with Inspire Ally except for Suggestion/Song of Freedom and I didn’t want to try and scrunch them into higher levels because that would just end up with a dead space from 5th to 8th and then too many abilities too quickly at 16th to 20th.

Zaydos
2016-01-31, 03:02 PM
Blackhawk Academy – Planar Site (http://www.giantitp.com/forums/showthread.php?198021-Mundus-Primordialis-Expanding-the-Inner-Planes) (Blackhawk748)

Chant has it a tiefling going by the name of Tjaron the Black Hawk has founded himself an academy of the sword somewhere in the Sea of Stars, where the paraelemental plane of Smoke meets the quasielemental plane of Radiance. The academy has had no little success in teaching mercenaries involved in the djinn-efreet war; in fact it would seem that Tjaron has probably fought in that war himself. The academy teaches basic aerial combat, the so-called cloud drifting techniques of the airy planes, as well as a supernatural sword style that Tjaron claims was passed down by his family for generations.

If chant is to be believed the Academy is situated on a giant cinder that floats in a sort of orbit around a brass hemisphere upon which the efreet city of Erastabul is built. Now being so close to an efreet city, Erastabul almost certainly exists at their mercy, and chant is the Academy imports its food from the efreet’s farms in exchange for the training of an efreet noble from the house of J’dor and the house of Kellest, the two efreet houses who between them rule over Erastabul and its human population. In exchange for this training, and providing training to human and genasi soldiers for their war effort against the djinn, Tjaron’s school is tolerated and even allowed to prosper by the ruling efreet.

For a cutter looking to get access to the Academy there are a few ways to go about it. First one has to find Erastabul and the Academy. Now that isn’t too hard. Erastabul is on some planar maps, and as any berk knows a map helps a lot in moving about the Planes, a body has got to know where he’s going even if all he’s doing is walking in a straight line. Now not as true on the Inner Planes as the Outer ones, they’re less likely to zig away from you. Of course a map alone isn’t enough but if you can move about the Plane of Smoke you can reach the Academy. The next step, though, is getting admitted. It’s not a prestigious place with a millennia of heritage yet, but it is aligned with the efreet and that means you’ve got to put some effort into it. They don’t accept those who can’t prove their martial prowess, and the story goes that you’ve got to fight an efreet in non-lethal, and that’s a key word there, single combat with the sword. Now the good news is that the efreet won’t use its magic during the fight, won’t fly, it’ll be a straight up duel. The bad news is that the efreet will still change its size and that the non-lethal nature of the duel is one way; the efreet will feel perfectly free to kill you. Oh and when I say no magic, I mean absolutely none. Not a spell, not an item, they’ll scan you for auras and dispel you twice even if there isn’t one, now I’m sure it’s possible to get through with some magic active but a cutter has to be careful cheating against the efreet. Course this might just be chant and the trial by combat is probably easier as for the most part the students don’t seem capable of passing this test, but I can’t tell you the dark as I’ve not been there myself.

Even getting the chance to duel isn’t easy, though, a body has to be able to demonstrate that he isn’t loyal to the djinn to be admitted. Tjaron has a fire genasi lover who is a passable mage, and has been known to curse applicants with an inability to lie as part of the training process, and I don’t know about you, but I don’t trust no spellslinger to be cursing me, but still it might be relatively harmless. Even worse, though, is the mark of justice they place on you to make certain you don’t go and join the djinn later. You’ve also got to front the jink for admittance, still there’s worst places to train and you can learn some interesting techniques.

Course there is an ‘easier’ way to get in. Work as a mercenary for the efreet for 3 months, prove you’re worth it and they might pay for your training, and you can definitely get in without the trial by combat in that case. Of course this means 3 months fighting a war against djinn on a plane of noxious smoke, so I’m not sure that it’s really any easier.

Whatever the truth Blackhawk trained mercenaries are appearing all across Smoke, and they’re doing quite well. The Black Hawk’s smoke blade technique is a poor thing in a fight with an efreet, but not everything on Smoke is immune to fire in the same way, the djinn can withstand the temperature due to their planar nature and its resonance with Air, but they can’t handle the flame of the blade.

Our Planar Guide made note of some special techniques taught at the Blackhawk Academy, both Cloud-Drifting which is common across Air, Lightning Radiance, Smoke, and Steam, and the Smoke Blade Technique. Now these aren’t just fluff, and it’d be rude not to give you some mechanics with which to use them.

Cloud-Drift [Movement; Skill Trick]:
You have learned to catch the wind with your cloak or cape, using it to glide and even soar for a time in combat.
Prerequisites: Jump 8 ranks.
Benefit: When wearing a stiffened cloak, cape, or other clothes that billow out from behind you with a certain straightness and in an area of Subjective Directional Gravity or strong or stronger winds you may jump and not come down. Make a high or long jump as normal, but at the top of the jump you spread your cloak and begin to glide, flying with a speed equal to your land speed and poor maneuverability. You may fly this way for 1 round per 3 ranks in Jump or until you land. While flying through Cloud-Drift you are not considered 1 size category smaller for the purposes of wind effects (normally flying creatures are considered 1 size smaller than they actually are for the purposes of wind).
Special: At the DM’s discretion Cloud-Drift technique can be taught at a military academy or training facility on any Inner Plane with Subjective Directional Gravity for 2,500 GP without requiring the normal 2 skill points or counting against the number of Skill Tricks you can know. This should generally require 30 hours of training a week for 4 weeks.

Smoke Blade Technique [General, Fighter, Feat]:
You have been taught the Blackhawk Academy’s signature technique, the Smoke Blade. With the smoke blade technique you tap into primal energies to transmute the blade of your sword into a mixture of steel and scalding smoke.
Prerequisites: Quick Draw, BAB +6, trained at Blackhawk Academy.
Benefit: 1/round per weapon when you draw your weapon you may make your next single melee attack with that weapon as a melee touch attack with +5 ft reach (this reach bonus is not doubled with a reach weapon), however half the damage from the attack is considered fire damage and affected by fire resistance and immunity (but not Damage Reduction). You must be wielding a Slashing weapon to benefit from this feat.
Special: A fighter may select Smoke Blade Technique as a bonus feat.
Special: This feat is considered to be Supernatural in nature.

Alternate Smoke Blade Technique for Swordsages:

Smoke Blade
Desert Wind (Strike)
Level: 4th
Prerequisites: 2 Desert Wind maneuvers.
Initiation Action: Standard action.
Range: Melee attack.
Target: 1 creature.
You transmute your weapon to a mix of iron and smoke, scalding and burning even as it flows through the smallest chink in their armor or defense.
As part of this maneuver make a single melee attack with a +5 ft increase to your melee reach (this is not doubled by a reach weapon). This attack is resolved as a melee touch attack and ½ the damage it deals is fire damage instead of normal damage (meaning it is affected by fire resistance and immunity (but not Damage Reduction). You may draw the weapon you use to make this attack as part of this maneuver.

This is a supernatural maneuver.

Zaydos
2016-01-31, 06:09 PM
MECH IMPERATOR (Imperator V)

“Char Aznable says ‘Let the purge begin’!” – Char Aznable

Not every Courtier (http://www.giantitp.com/forums/showthread.php?304975-Courtier-%28Base-Class-PEACH%29) is unaffiliated with the military. Generals, commanders, famed marshals who led their countries through times of wars, all of these are often Courtier (http://www.giantitp.com/forums/showthread.php?304975-Courtier-%28Base-Class-PEACH%29)s. In times and places where armies march not on foot but within goliaths of metal so too do these military Courtier (http://www.giantitp.com/forums/showthread.php?304975-Courtier-%28Base-Class-PEACH%29)s. Warriors as much as politicians, they are grand generals, military shoguns, and imperators.

BECOMING A MECH IMPERATOR

To become a Mech Imperator one must couple a Courtier (http://www.giantitp.com/forums/showthread.php?304975-Courtier-%28Base-Class-PEACH%29)’s political acumen and leadership capabilities with the skill and power to fight on the front lines within an Ace Mecha.

ENTRY REQUIREMENTS
Skills: Diplomacy or Intimidate 10 ranks
Skills: Knowledge (history) or Profession (siege engineer) 5 ranks.
Special: Retainers special ability.
Special: Inspire Ally special ability.
Special: Must possess an Ace Mecha and be able to use Lesser Modules.

Mech Imperator
The Mech Imperator’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Perform (Cha), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (-), Spellcraft (Int), Spot (Wis) and Use Magic Device (Cha).
Skills Points at Each Level: 6 + int

Hit Dice: d4


LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+0
+0
+2Ace Mecha, Critical Inspiration, Inspire Allies
2nd
+1
+0
+0
+3Commander’s Demeanor, Imperator’s Presence +1
3rd
+2
+1
+1
+3Greater Revenue
4th
+3
+1
+1
+4Squad Leader
5th
+3
+1
+1
+4-
6th
+4
+2
+2
+5Imperator’s Presence +2
7th
+5
+2
+5
+5Force Leader
8th
+6
+2
+6
+6Tactical Command
9th
+6
+3
+6
+6-
10th
+7
+3
+7
+7Grand General, Imperator’s Presence +3


Weapon Proficiencies: A Mech Imperator gains no new armor or weapon proficiencies.

Ace Mecha: Levels in Mech Imperator stack with Mecha Ace (http://www.giantitp.com/forums/showthread.php?343354-Base-Class-Contest-XXII-Taking-Pixars-of-Dreamworks) levels for determining all qualities and traits of your Ace Mecha including level of modules accessed, size progression, ability scores, potency and so forth. In short it gains all Mecha Ace (http://www.giantitp.com/forums/showthread.php?343354-Base-Class-Contest-XXII-Taking-Pixars-of-Dreamworks) class features except Hands of the Mechanist.

Inspire Allies: Levels in Mech Imperator stack with levels in Courtier (http://www.giantitp.com/forums/showthread.php?304975-Courtier-%28Base-Class-PEACH%29) to determine the effectiveness of your Inspire Allies ability and to gain the Inspiring Words and Swift Inspiration class features (note this later would require a 22nd level character).

Critical Inspiration (Ex): A Mech Imperator is a battlefield commander, tried and tested time and time again on the front lines. They cannot always stop to calmly direct their allies as a Courtier (http://www.giantitp.com/forums/showthread.php?304975-Courtier-%28Base-Class-PEACH%29) is wont to do, but on occasion must rally friends at the last moment to seize victory from the very jaws of defeat. Once per day a Mech Imperator may use Inspire Ally as a swift action and affect each ally within 60 ft which can hear them, all allies gain the same benefit.

Commander’s Demeanor (Ex): A Mech Imperator is a commander, their very bearing and every movement tells of this. A Mech Imperator suffers a penalty to Disguise checks to disguise themselves as someone not in a commanding position (though it does not have to be military) equal to ½ their class level, however they gain a bonus to Disguise checks to pass themselves off as a military officer (in another military), and Bluff checks involving passing themselves off as any sort of authority figure equal to ½ their class level and an equal bonus to all Diplomacy and Intimidate checks.

Imperator’s Presence (Ex): A Mech Imperator is always taking in the field of battle looking at it with a keen eye and offering key and momentary orders and rallying cries. Beginning at 2nd level any ally other than the Mech Imperator within 60 ft that can be seen by the Mech Imperator and can hear the Mech Imperator gains a +1 morale bonus to attack rolls, weapon damage, and Will saves. At 6th level this improves to +2, and at 10th level it increases further to +3.

Greater Revenue (Ex): A Mech Imperator possesses the connections, hereditary holdings, or just plain social acumen to seemingly make money out of thin air. At 3rd level a Mech Imperator gains the Greater Revenue ability of a Courtier (http://www.giantitp.com/forums/showthread.php?304975-Courtier-%28Base-Class-PEACH%29) and the Revenue ability if they did not have it.

Squad Leader: What use is a commander without troops to lead? Of what value are commoners and smiths upon the battlefield itself? Beginning at 4th level a Mech Imperator may replace the followers provided with their Retainers ability with Magewrights, and Mecha Aces (http://www.giantitp.com/forums/showthread.php?343354-Base-Class-Contest-XXII-Taking-Pixars-of-Dreamworks). They may still select Commoners, Experts, and Warriors as well.

Force Leader: A Mech Imperator is no mere sergeant, or lieutenant, they are a leader of a true force. Beginning at 7th level the number of followers granted to you by your Retainers ability is doubled.

Tactical Command (Ex): A Mech Imperator must always be ready to command and advice. As such a Mech Imperator may use Inspire Ally or Inspirational Words as a swift action once per encounter.

Grand General: Even if not given an official position a Mech Imperator is a born general and forces flock to their banner. At 10th level the number of followers granted by Retainers is increased to x4 (this does not stack with Force Leader), and for every 2 Lv 6 followers you possess you gain a Lv 7 follower, for every 2 level 7 followers you gain a Lv 8, and if you have 2 Lv 8 followers you gain a Lv 9. You automatically are considered to have Great Renown and Special Power for the purposes of Leadership.

ImperatorV
2016-01-31, 06:36 PM
Oh my goooooosh. That. Is. Amazing. I love it!

I usually leave my sig empty but this deserves to go in it.

Blackhawk748
2016-01-31, 06:50 PM
Pure unadultered awesomeness

http://dl.creshal.de/SQUEEE.gif

This. Is.....

https://media.giphy.com/media/mxQUQbIjXMSwo/giphy.gif

No Leonidus, awesome. Awesome!!

Zaydos
2016-01-31, 09:32 PM
Oh my goooooosh. That. Is. Amazing. I love it!

I usually leave my sig empty but this deserves to go in it.


https://media.giphy.com/media/8s3vHmF39EWoo/giphy.gif


-snipped image-

This. Is.....

-snipped image-

No Leonidus, awesome. Awesome!!

Thank you, I do enjoy writing planar fluff, though this reminds me I ought to make some Lower Planar sites and the like and dump them in some sort of Blood War/Lower Planar equivalent to Mundus Primordialis.

And I now want to rewatch the 1960s 300 Spartans movie (which convinced me as a child Sparta was fairly synonymous with awesome).

Blackhawk748
2016-01-31, 09:38 PM
Thank you, I do enjoy writing planar fluff, though this reminds me I ought to make some Lower Planar sites and the like and dump them in some sort of Blood War/Lower Planar equivalent to Mundus Primordialis.

And I now want to rewatch the 1960s 300 Spartans movie (which convinced me as a child Sparta was fairly synonymous with awesome).

I loved all the crazy jargon that was in it, makes me wanna check out Planescape

Zaydos
2016-01-31, 09:55 PM
I loved all the crazy jargon that was in it, makes me wanna check out Planescape

Yeah, I still remember when I got


https://upload.wikimedia.org/wikipedia/en/thumb/d/d7/TSR2620_The_Planewalker's_Handbook.jpg/250px-TSR2620_The_Planewalker's_Handbook.jpg

at Borders as a kid, it might actually be the first non-core D&D book I ever got (it or the Complete Book of Dwarves). It was beautiful, and I loved the genasi, and aasimar (though my older brother had the Monstrous Compendium which introduced those), and tieflings, and it was just so many worlds full of wonder. In the back it had a glossary of planar slang (i.e. crazy jargon) and I kept thinking I recognized some. Wasn't till I was reading Chaucer in highschool that I knew for sure that yes I recognized some and that it was a large amount of Middle English (and as Planar Common is slightly Infernal influenced common this suggests that Infernal is Middle English :smallwink:). The language of it, though, the slang that is, was just so neat as a kid, it really worked to create an atmosphere of foreigness, like this isn't just another place, but somewhere new and different.

I got Spelljammer books before the Planescape Box Set, though, and Spelljammer was my absolute favorite setting as a child, but as I matured Planescape moved to the front and has sort of stuck, I like that there's so much room to put in your own things, but there's still a good core to build off of.

Draconium
2016-01-31, 11:16 PM
Well well well, what have we here? A chance for Zaydos to expand his homebrew based on playgrounders in a semi-serious environment?

http://i1030.photobucket.com/albums/y368/Drakonium/giphy_zpssf0uy2kw.gif

... I'm interested. Permission granted.

Now, I'm not familiar with every single aspect of your homebrew, if only because there's so much of it, but some particular pieces of your homebrew I enjoy is your Dragonsoul Acolyte and Dragon Knight, (for... obvious reasons). I also liked your True Dragon project, but there's so many of those already, so I'm not gonna ask for another one.

Oh, and if you make any variants, just know that when I play, I like to do obscene amounts of damage - it may not be the most optimal tactic, put it sure is fun!

Zaydos
2016-01-31, 11:52 PM
Well well well, what have we here? A chance for Zaydos to expand his homebrew based on playgrounders in a semi-serious environment?

-snip the highly appropriate/dueling gif-

... I'm interested. Permission granted.

Now, I'm not familiar with every single aspect of your homebrew, if only because there's so much of it, but some particular pieces of your homebrew I enjoy is your Dragonsoul Acolyte and Dragon Knight, (for... obvious reasons). I also liked your True Dragon project, but there's so many of those already, so I'm not gonna ask for another one.

Oh, and if you make any variants, just know that when I play, I like to do obscene amounts of damage - it may not be the most optimal tactic, put it sure is fun!

o.O There are 3 surprising things about this post (from least to most):

1) That it took you so long :smalltongue:

2) Someone actually read the dragon knight, this is the first evidence I've had of that (ok it got like 80 views at the time but that's not proof it got read).

3) Someone actually liked the dragon knight. I thought it was completely forgotten.

Draconium
2016-02-01, 12:02 AM
To be fair, I read the Dragon Knight class literally right before I posted. :smalltongue: It's definitely interesting, and it seems like something I'd like to try out one day. Though to be perfectly honest, I'd probably try the Acolyte first.

ImperatorV
2016-02-01, 12:06 AM
o.O There are 3 surprising things about this post (from least to most):

1) That it took you so long :smalltongue:

2) Someone actually read the dragon knight, this is the first evidence I've had of that (ok it got like 80 views at the time but that's not proof it got read).

3) Someone actually liked the dragon knight. I thought it was completely forgotten.

Hey I read the dragon knight! It's a pretty good class too, it's just by the time I found it I'd read like 30 Dragon Disciple reduxes so it seemed kinda done.

I've read pretty much all the base classes in your signature at some point. I think a bunch of other people probably have too.

Zaydos
2016-02-01, 12:10 AM
Dragon Knight, like Luck Blessed and Dragon Chorister, is a half-baked idea I had while working out and made primarily while working out. It's really just a paladin variant.

Dragonsoul Acolyte is just a much cooler class, and was a lot more effort. It gets unique abilities instead of slightly modified paladin abilities. I'd joke about being insulted if you preferred dragon knight except... it'd be too close to the truth


Hey I read the dragon knight! It's a pretty good class too, it's just by the time I found it I'd read like 30 Dragon Disciple reduxes so it seemed kinda done.

I've read pretty much all the base classes in your signature at some point. I think a bunch of other people probably have too.

I'm assuming Dragon Disciple is being used loosely for dragon follower and not the PrC (in which case it'd be closer to a paladin redux with Dragonsoul actually being the Dragon Disciple redux with some Dragon Totem Shaman thrown in).

And there are ones I find referenced in places, Tall Tale and to a lesser extent Doomsayer and Incarnation, and then there's ones I've never seen anyone mention before and which never got responses (this is literally the first time I've seen dragon knight get mentioned by anyone... almost including myself).

tsj
2016-02-01, 11:01 AM
@zaydos: wow... your tall tale base class is very very cool :-) and so is the archetype :-)

It will also be a very cool class to use with the KAI disciplines in the lone wolf d20 series of books....

They will fit right in if I select an associated
skill for each discipline

Nice!

Zaydos
2016-02-01, 02:58 PM
Animeido Ruin Delver (http://www.giantitp.com/forums/showthread.php?394548-Ruin-Delver-%28Base-Class%29&p=18703172#post18703172) Variant (khadgar)

In anime the maid, or in some cases butler, is oh so often some sort of Jeevesian ubermensch (or a literal demon) who has mastered every skill, and is capable of performing any task with surprising ease and not just of performing a task but of making it so that their master can somehow bumble through the deed themselves.

As such there are many potential options for a maid in 3.5. Rogue would be the classic answer due to their skill points, factotum would be a better answer a minor dabbling in magic is more than acceptable to the archetype when ported into D&D (in fact when you think about the general competence in all fields of human endeavors the lack of it is one of rogue’s failings to fulfill it), binder and incarnate also theoretically fill the role.

However few of them actually work to help other characters. For that you have to go the Dragon Magazine Compendium class Savant. Savant probably comes the closest but it has difficulty passing competently at anything. It doesn’t quite fulfill the archetype.

That is where the Ruin Delver (http://www.giantitp.com/forums/showthread.php?394548-Ruin-Delver-%28Base-Class%29&p=18703172#post18703172) comes in. Unabashedly inspired by the Savant’s dual Arcane and Divine spellcasting and Skill Assistance abilities, the Ruin Delver adds abilities to round it out into something closer to factotum in potential.

So let’s see about making it into a maid. And just for fun we’re taking this step by step with the backstage view. Not saying that this is the right way to do things, but just attempting to analyze my own processes a bit.

Step #1 - Idea/Concept: This has already been spilled out above. The basic idea is the omnicompetent anime maid (not all anime maids are omnicompetent)/Jeevesian butler. The assistant who can do something of everything. In a show they’re either teaching the tops of their fields or a 2nd stringer in everything. As we can’t have the first of those two things we have to go for the second. The second part of the idea/concept is that it’s a Ruin Delver Variant, which means we’ll have to go through Ruin Delver and look at what needs to be changed and why. The third, or really zeroth, part is that khadgar has a maid fixation so this should fit ‘em pretty well.

Step #2 - The Mechanics What Needs to be Changed: For the most part Ruin Delver gets minor arcane and divine casting, a large and varied spell list, Medium BAB, and ½ as many bonus feats as a fighter. This lets them fill in the 4 classic D&D roles fairly well with Fighter/Melee being their weakest point; they have to buff and play like a slightly subpar gish for that, but they can use touch spells, spells such as wraithstrike, and eventually higher level clerical buffs such as divine power. The Jeevesian butler while competent in a fight, fights smart so while this isn’t ideal it is acceptable, however we will be coming back to this.

So let’s look at specific abilities.

Skills: Mostly checks out, needs Forgery (for spotting them), doesn’t need Survival, if something else stood out as ‘drop me’ I’d add Disguise instead but nothing does and they don’t need Disguise that much, Disguise Self or Hat of Disguise, and Dabbler is more than enough there.

Weapons and Armor: Medium armor allows pretty much anything they’d need while encouraging lighter armor which is more fitting for the archetype. Shield proficiency may be unnecessary but it is not egregious enough to necessitate removal (nor is it in all earnest that important as a Mw Light Shield or Mithral Heavy Shield doesn’t penalize you in any way for non-proficiency) especially given the weakness of sword and board. Simple weapons is perhaps a little low, but they do get their choice of a single martial weapon which allows them a fully functional ranged weapon (composite longbow) or a good melee weapon (falchion) and works as a 2nd string combatant. Might drop shield proficiency to give them an excuse to have a 2nd martial weapon proficiency. It is a slight power boost (see Mw Light Shield) but it shouldn’t be too important.

Spells: Arcane spells with a focus on Transmutation. As Transmutation includes such spells as Fabricate, Stone Shape, and Move Earth it’s almost acceptable, but we may consider either removing the early access (note here it means they only gain spells of their highest spell level in that school, they still get it at a bard-like rate) school, a large loss which needs to be replaced with something that in some way scales with level, or changing it. Abjuration or Divination both work conceptually, though either is a reduction in power, after all Transmutation has the best self-buffs. Still it’s a thing to keep in mind, maybe even give both Abjuration and Divination, or possibly create a list from PHB and Spell Compendium of spells that can buff others or do maidly jobs and add them. Still this is a big ability intertwined with many others so while we want ideas of what we’re doing before moving forward we don’t want to fix any in place.

Divine spells on the other hand grant early access only to Conjuration (Healing) this is both weaker than early access to Transmutation, even though it grants higher level spells (getting 7th at 18th), and more appropriate. While this means they do not gain access to some key divine spells (Create Food and Water, Make Whole) until higher level healing is very much the supporter/servant ability. So while we do need to keep this in mind it doesn’t set up immediate mental flags like the Transmutation access.

Archeologist: So this ability has to go. While Appraise bonus is not too out there for a butler (or anime maid) the fluff doesn’t fit at all, nor does Decipher Script, besides buying things shouldn’t be the focus for the maid. So this will need to be replaced. Of course look at the skills it grants. Appraise is just not used half the time, and Decipher Script is outdone by a 1st level spell, they’re things that are important to the, objectively rather schizoid, concept of the Ruin Delver and at the same time not mechanically likely to be impactful. It doesn’t matter if they’re madly good at these skills they won’t come into play. So what could we replace that with for a maid? Profession of course. Now this is slightly more impactful, I mean +1 GP/week of downtime is slightly impactful, but unless you have multiple months of downtime each level, and don’t engage in money making schemes, it is unlikely to matter. So we’ll go with something like Profession (maid), (butler), (valet) and/or (servant) checks, and any check made to clean or repair an object. One is pretty useless and one is quickly made obsolete by a low level spells. Call the ability natural servant.

Bonus Feat: Ruin Delver might be edging a bit too strong on the magic side compared to melee and we could ‘fix’ that here by removing the Metamagic feats as options, but for the most part the bonus feats are fine. We have a few that are odd (Brachiation) but it isn’t worth the effort to change the list. This is functional.

Mental Specialty: This will be the real meat of things, or at least its improvements will be. I mean mechanically the benefits of choosing Intelligence are all functional and actually very fitting for an Intelligence focused Butler, but don’t quite fit the full maid archetype which while keeping a sizeable Intelligence is likely to focus more on Wisdom or even dump both and just go with high Charisma. Besides if we didn’t change this it’d just be a refluff with a minor ability changed since changing spellcasting would change this significantly especially for Int. So we must now ponder how to change this. I will go on to the rest of the class features before coming back to this since it will not be a minor tweak like has been suggested with Weapon Proficiencies, Archaeologist, and even Spellcasting, but will necessitate actual brewing.

Trap Sense: Not inappropriate for a maid. A little odd to put that special emphasis on traps as maids shouldn’t really have to be finding them. Secret doors and search in general is much more appropriate, after all a maid must be able to make sure everything is in its right place. So while an easily available acf would work it’s not worth brewing something new for, at least not yet, still something to keep in mind for if something occurs that is particularly functional.

Trapfinding: Unlike Trap Sense, this sort of ability to notice the slightest thing out of the normal is necessary for a butler/maid character and would end up on even if building it as a base class from the ground up. So we’ll pass on without further comment.

Skill Instructor/Teamwork Skill: And this is why we’re starting from Ruin Delver for this, so they’re going to remain unchanged. They work for what they do, and that is allow the full party to pass skill challenges and provide skill assistance.

Quick Search: This ability might not end up on a maid built from the ground up, but it does fit. A maid cleans and a heroic one ought to know when anything is out of place, even if not in their house. On the butler side it’s their job to make sure the other servants haven’t messed up and everything is in fact in its job requirements. So both should have this sort of detail oriented perception so it’s in, and while not something that would likely occur to me making the class from the ground up it’s an ability that adds some depth and well I shouldn’t have told you all this because then I could look kakko ii.

Adrenaline Surge: I’d forgotten this ability existed. It helps with the melee thing. While the round per day is low (~1 encounter per day) it works. It allows the maid/butler to put forth an awesome showing for the climatic fight or the duel to protect their master but not be dominant in combat on a regular basis. Score.

Automatic Search: This is really just an extension of Quick Search and the logical conclusion. They can notice when something is out of place.

Dabbler: This is the other ability that makes a Ruin Delver the natural choice. While not as good at skills as someone who focused in them, a ruin delver is good at everything, the standard omnicompetent type. They won’t be great at anything at low levels and perhaps an improvement to dabbler as part of the Mental Aspect replacement is something to be considered (perhaps an additional +2 ranks at 11th).

Skill Mastery: A butler must have a cool head under pressure.

Expert Aid: Again this is a ‘I am a good helper’ ability that makes Ruin Delver a good base for a Maid class.

Instant Search: A further advancement to Quick Search not much to say.

Master Arcanum: Likely to be a sticking point. It’s a capstone. It might not seem like much to get at 20th level, but 8th level spells are in fact really powerful on their own. Capstones are also hard to make. Might replace it with any 6th level or lower wizard or cleric spell as an SLA where you have to pay XP and material component costs 1/day, not as much raw power as an 8th level spell but the versatility should help make up for it and it works a bit better with the omnicompetent aspect, you always have the right spell for the job. Though I think I’d prefer something of a less magical nature if I can think of one.

Step #3 – Go Back Over Mechanics and Actually Make Things: So now we go back over the stuff, specifically the Mental Specialty, Spells, and Master Arcanum.

Mental Specialty: Ok, here we look at it in earnest, or not really Mental Specialty but the abilities that build off of it. Mental Specialty itself should and will stay, mostly because Maids are not so focused as a character archetype as to necessitate a specific mental ability score. They’re either Intelligent, Wise, played for Charismatic elements, or just inept and a heroic maid class can’t be the last, those would be maids who aren’t part of the class, but they aren’t always one of those three in excess of the other two (they’re usually quite well rounded mentally).

Now normally the improvements improve their spells, but I don’t think we want that. We want to slightly de-emphasize the spells as they’re already over emphasized. So let’s see what we can replace them with.

The first question is do we want to keep there being multiple trees? I’d say yes if it isn’t too difficult. Which means let’s start work with one. I’m going to call it the ‘skillful maid’.

We need a 3rd level ability roughly equal to Lore or a Familiar… which are two horribly unequal abilities (one is nice but not super good and the other ranges from really powerful with the right buffs or intelligent use and the right DM to being a downright liability), and a domain which is probably the best of the three (as you can get a familiar with a feat at this level anyway). Now Lore could remain but with skillful maid support is a keyword, so I think a better one is Class level + Mental Specialty mod times per day use Aid Another as a swift action. Originally I was thinking 1/encounter, aka give an ally a +4 to something 1/encounter without eating your turn, and at 7th if you have Skill Mastery it’s a +6. Not super powerful but useful, but then I remembered the limits in combat (range, next attack only) so I decided to make it be roughly 6 times per day and increase to enough to make it 1/round if only used during combat (and you rarely need to use it as a swift action out of combat). Will have to give some details for using Aid Another twice in one round with it (can’t use it on the same skill check, if used on attack rolls or AC it applies to the next attack or against a different foe each time, chosen when used).

At 11th level we have no applicable existing abilities and besides we’ve already got a concept for something new. Dabbler increases by 2 ranks so that you have 6, get 8 at 14th, and end with 11 at 20th. It comes out as a +2 to all skills nothing game changing, but nothing to sneer at either. It also needs to increase the max ranks Dabbler can increase things to by 2 so there’s still some reason to put ranks in things you’re dabbling with.

At 17th level we need something else new. And here is where it gets hard. Here we’re replacing a limited spell slot of each level 0 through 5, along with easier use of divine (mostly redundant) divinations or a 2nd domain, or the ability to share spells out to a mile, communicate with full telepathy, and a bonus feat. So we need something but it shouldn’t be a game changer. Now could go with ranged Aid Another or a sort of Lingering Aid Another where instead of being on one attack/AC against one attack it’s on all attacks and not target specific, but that feels a little boring, and pretty much means 1/round an ally gains +4 to attack rolls or AC and with what all else they have (theurgy, Dabbling, Skill shenanigans) that might be a bit too much. It occurs to me I could go with giving them a Tall Tale Exaggerated Skill (Lesser or Greater) because that’s my answer to everything, but that’d be a bad choice. So I return to thinking and considering. Next thought is an X/day +20 to a skill check. Yeah it’s a low level factotum ability that’s usable 1/day per skill but it’s still fairly powerful. However they already can cast Divine Insight to get a +15 to a skill check as a 2nd level spell. So that leaves my brain stalled.

To help it through it I think about the other two paths: Yojimbo and Ninja Maid. The former because it really is often their job in media to act as bodyguard as well as manservant, and the latter because khadgar.

Ninja maid will be first because it’s easier. Level 3 they gain Sudden Strike +1d6 and the ability to cast Invisibility and Improved Invisibility through their “Transmutation” only spell slots and to prepare such spells without a spellbook. In short to easily turn invisible, though, looking at it I’m still worried it’s not until high level that they get plenty of uses, still it doesn’t have to be great and even if it is just the 1st round of combat it’s still something that adds up, it also encourages them to feint in combat. The more I think about it, however, the more unsatisfying it seems and I’m tempted to replace Sudden Strike with Sneak Attack but that’s probably too much (I mean they have ½ fighter feats and spells, and skills, and).

With that in mind it gives me an idea for 11th. It becomes Sneak Attack instead of Sudden Strike and increases to 2d6. It’s really just a martial stance (assassin’s) but it stacks with Assassin’s Stance and getting Assassin’s Stance requires build effort which they can do but getting it for free is still meaningful.

That brings us to the 17th level you don’t get 9th level spells but at least you get something ability and that one is easy. +2d6 sneak attack! Leaving them only 5d6 behind a rogue… oh and an Assassin’s Death Attack. That’s the real thing here. Might drop the sneak attack to 3d6. Yeah let’s say 3d6 for now cleaner progression.

Which leaves us with the 17th level ability for Skillful Maid and Yojimbo. Since I’m still at a lost for Skillful Maid let’s move to Yojimbo.

With Yojimbo there are two a few paths we could take: general front line combatant, defensive benefits for allies, or give them a charge and benefits when protecting them. I say the third but we can in theory mix the three. Except I had to get up to let a cat in and thought of the 17th level ability for the other while doing so.

17th level Skillful Maid when you use Aid Another add your Mental Specialty modifier to their roll as well, in addition select one ability score, whenever you make a skill check based on that ability score you add your Mental Specialty modifier to it. Not the biggest still, but means you can add ~+11 to someone else’s skill check or +9 to their first attack roll almost ensuring a hit. Not huge, but hey you’re comparing it to +1d6 to damage and Death Attack so.

That leaves us with the Yojimbo path. Again I’m still leaning towards the 3rd route at least in part so let’s start with 3rd level.

You gain +1 hp per character level, and you gain a Charge. This Charge is a creature you are charged with protecting. Changing your Charge requires a standard action and may only be done once per day. Whenever a creature attacks you Charge (this includes anything which would break an invisibility spell) you gain a +1 to attack and +1d6 to damage against that creature for 1 round. Remember to think about whether this should be typed (probably morale) or untyped, I’d say morale for fluff.

At 11th level your charge gains a +2 to AC as long as they are within your melee reach and you would not be denied your Dex bonus to AC if you were the one receiving the attack, and the bonus to attack and damage when your ward is attacked increased to +2 and +2d6 respectively. In addition you gain a +2 bonus to Concentration and Wisdom based skill checks. Was going to make it Weapon Focus but I felt giving them something to improve Spot/Listen was more important. This is worse than +2 ranks from Dabbler, but ignoring that it adds to Profession (since that’s pretty pointless) it’s +2 to a sizeable number of skills and as an actual +2 allows you to actually be better at those skills than other people who max them as opposed to merely letting you max more skills (it’s specialization versus versatility).

At 17th level you gain Combat Reflexes as a bonus feat and may make an attack of opportunity against any creature that attacks your charge. In addition you gain DR 3/- against any attack you are not flat-footed against.

That finishes up Mental Specialty, spells was decided a while ago, even if I haven’t written it down, so that just leaves Master Arcanum

Spells: I say that but I still haven’t stated that yes I decided to go with Abjuration + Divination in place of Transmutation. It pushes them away from overt casting with less flashy effects, more stuff that can be done behind the scenes, and the transmutation effects aren’t as necessary as I feared with Adrenaline Rush.

Master Arcanum: With de-emphasizing casting this becomes even more important to swap out. A possible idea is some sort of loyalty thing, or even just immunity to mind-affecting (i.e. nerfed mindblank since they could pick that up with the old one). But they don’t have any previous loyalty things, though I now want to swap trap sense for a bonus on saves against Charm and Compulsion possibly with the condition that it only applies when they would work to the detriment of the maid’s employer, and it’d be really out of the blue to just throw one in at 20th level. Since I’m falling asleep now I’m going to go to bed and probably think of something while failing to actually sleep. Especially since I know there’s an idea that occurred to me multiple times but I had to do something before I wrote it and I forgot it.

Continuing in the morning I remember what kept occurring to me. Pattern of Excellence: Take 10 on all skills even if rushed/threatened. As you already have Skill Mastery for 5 skills this isn’t as big as I’d like for a replacement for an 8th level spell (one of these can win an encounter the other won’t except by letting you use a scroll a little easier) so I throw in something a little more unique 1/round you may take 10 on an attack roll. In addition you may choose Attacks as if they were a skill for Skill Instruction in which case you instruct allies to use your BAB in place of their own, however this skill instruction only lasts a maximum of 1 minute after the Maid stops it or 1 round per round they were instructing. We add this, despite this being at-will so that we can add clause about how it uses the Maid’s current BAB when they are last instructing allowing them to use Divine Power to instruct everyone to have +20 BAB or Adrenaline Rush while not letting them turn Divine Power into a 20 minute buff.

With that we move on to stage 4

Step #4 – Fluff: A sometimes onerous but truly necessary part of class design. Fluff. Now usually with an archetype/ACF you don’t need much (for homebrew), and with this I could probably get by with just a general description of Jeeves/hypercompetent maids/etc, but I feel like it needs more to be perfect.

So we start.

The first part will be the general description, in fact the first paragraph of this before it became a rant about the why was and is the start of fluffing. Now in a real book I’d not start with this, I’d take a less casual/referential approach but this is just some forum homebrew and this is the quickest most direct approach to take and the register required is not the same (fully professional would seem a little odd in this situation when ultimately it is a referential class).

After the re-used first paragraph we’d move on to writing a bit more.

The Maid, or Valet (choosing this name because it does not imply the high rank that Butler does but is the birthplace of many modern Butler tropes especially those that the class emphasizes) if male, is a perfect servant, a supporter for their master, a dabbler in all skills known to man able to perform, if not excel, in all things and to even excel in a variety of fields based upon their deepest focus. They dabble in sorcery, piety, and warfare to better protect and serve their master, working not only to fulfill their needs but even to predict them and ensure the task is all but done by the time their employer becomes aware of it.

From there we move down through the other sections, or at least that’s my approach. The re-fluffing here is total enough that while I do re-read Ruin Delver’s that’s more because I’ve forgotten what it is than any hope it’ll help me write this (other than just a reminder of what each section is).

Adventures is easy… Adventures: A maid is a servant, a valet a gentleman’s gentleman, and the most common reason for them to adventure is because their employer wished it. Whether they adventure alongside their (foolish) employer to keep them alive, or adventure for the pay their employer provides while remaining safely at home, it is in the service of another that a maid adventures. In rarer cases a maid will take to adventuring when between proper employment, using this as a chance to develop and hone the wide variety of skills required for perfect service.

Characteristics proves me wrong, it is fully functional for the maid (unsurprising actually since it’s just a description of what they can mechanistically do), and all I need to do is change serial numbers.

Alignment however needs changes but again mostly writes itself. There is a few keywords to remember with the maid/butler/valet archetype. 1) Service. 2) Loyalty. 3) Competence. While Competence shouldn’t in theory influence alignment the other two are quite defining. So we start with those and write, and fight down the urge to make it so you must be Lawful to progress in Maid… a losing battle. Chaotic allows for a yandere maid, but in truth so does Lawful Evil…
Alignment: A maid is usually a willing servant, someone who is mentally prepared to follow their lord or lady not because their lord is more capable than them in any given circumstance but because they are a follower not a leader. As such maids cannot be Chaotic with the overwhelming majority being Lawful. Neutral maids are a rarity but they do exist, caring for a personal loyalty, possibly one between family lines for generations, or following someone they believe is a true leader. For a Neutral maid loyalty is the most important aspect of service. A Lawful maid is more likely to be aware of their social status, of how social status can transcend competence and wealth, and how duty is paramount. Loyalty does remain a prime concern for a Lawful maid, but it is an aspect of duty and not the only one which is important.

Maids come in both Good and Evil, with a tendency towards Neutrality. They are defined more by an orientation towards Loyalty and Duty to their employer, or the house that employs them. As such they typically lack the personal greed and selfishness of evil, but also the strong guiding morals that place all creatures as important. Good maids must either luckily find a Good lord or lady or must face a decision between Loyalty and Good which often ends with Loyalty winning. Evil maids have more freedom but by their nature have already in ways chosen against Evil.

This brings us to background and we must think about what sort of background produces the traditional Gentleman’s Gentleman, or Japan’s hypercompetent servant-maid. In both cases it’s the same, they come from a family of servants, they may not have served the same family for generations but they often have, etc. So we go from there.

Background: Most maids are raised into the profession, many come from long lines of servants their life dedicated to training to support a master from youth. The rare maid who wasn’t born into the work is often adopted by their future master’s family, raised to be a protector of their master from youth, or failing that in some way owes their original master for their life, not just in escaping death, but in escaping a life of miserable poverty and having the opportunity to learn their skills. Gratitude is a common source of duty.

We move on to Races. Here we have to do some thought. Human is always a given. Somehow humans are the proportionate to their population most common member of most every class. 10% of humans are every class. Don’t ask me how. Still let’s look at the PHB races. Gnomes don’t do the hereditary servant thing, it’s rather antithetical to their relatively egalitarian ways. Elves are a fluff tangle where this is involved, RAW they’re usually Chaotic Good, but when you look at elf societies that are actually used many of them are full of lifelong honor bonds, intricate concepts of honor which restrain their actions, and decadent noble courts that seem to be drawn from the Noldor of The Silmarillion matching Lawful Neutral better than Chaotic Good. So I have to decide which of two contradictory bodies of elf fluff I want to follow and that’s hard. The Chaotic Good is easier to follow, something to dismiss quickly and less likely to be questioned as it follows what the PHB says. Which lets us move on to the races likely to be maids. Dwarves are full of families that are loyal to another family for generations, loyalty and duty are the keywords of dwarven life, dwarf maids work, and their Con bonus at least makes up for their Charisma penalty as they can select their primary mental stat. Halflings they aren’t a perfect fit, but with Samwise Gamgee being one of our 5 classic examples they’re all based on I have to put them on the yes pile, though the 180 of halfling fluff between 2e and 3.0 which then was partially reversed because of reasons, gives a bit of the elf problem. Half-Orcs are an oddity. They make some sense, I mean accepted into human society due to a noble’s influence they become the loyal servant to the family, and attempt to excel in everything to prove they are worth full inclusion into human society. Half-elves are even more likely, an ostracized group likely to be the illegitimate children of a house, given a place as long as they support their legitimate cousins. So we’ve got an idea for the common races and might want to touch on any noteworthy non-core or else a bit about orcs and goblinoids. It’s tempting to dismiss the more bestial humanoids but hobgoblins are Lawful, and goblinoid religion does push goblins to act as the servants of hobgoblins so a goblin maid makes sense. So it’s time to write races.

Races: A true maid is a rarity among human cultures, they exist but for every hundred servants a single true maid is uncommon. They exist, however. Maids are more common among dwarves and halflings. Dwarves have a tradition of loyalty and duty, of branch families which exist to serve the head family of their clans, as such dwarves may be the most likely race to produce a maid. Halfling maids while rarer than dwarves are common among halfling servants, a strong tradition of loyalty existing. Gnomish maids are all but unheard of, few gnomes work as servants and fewer still serve as such throughout their entire lives, and even those who do rarely see themselves as servants first and foremost. Elven maids are another extreme rarity as, like with gnomes, there are few lifelong servants, however those that do exist are almost certain to be maids, combining elven pride in one’s work with elven dabbling to create a perfect maid. Half-elves and half-orcs are unlikely to have been born into a tradition of service, but they are likely to be born into a state of ostracism and low social standing from which a life of service as a gentleman’s gentleman is one possible escape, and a method with which to raise the standing of your own child so that they do not have to continue the tradition.

Among the less accepted humanoids maids are most common among goblins and hobgoblins. The former are, by Maglubiyet’s doctrine the inferior of the two races and to be kept as servants and slaves by their superiors, many preferring to be the loyal, and well rewarded, servant to being the disloyal and punished slave. Hobgoblin maids are common as well, usually serving those who hold positions of civil authority.

With races done we move on to Other Classes and I fume and fume. Ruin Delver’s doesn’t quite work because it’s easier to make specialists like the Maid than the Ruin Delver; a Maid is a servant and does not claim to be an equal. So we go from there, what class doesn’t like someone who helps them out? And we come to Druid and some of the more Chaotically aligned classes so we make note of that and begin to write from the idea ‘supporter’.

Other Classes: A Maid is a supporter and servant, a friend to all, or at least most. To a wizard they are a bodyguard and an assistant, to a cleric they keep the church running smoothly. Few classes dislike their own servant. When not a servant to an individual still a wizard can respect their discipline and their humility keeps their dabbling in the arcane from grating. A cleric may be slightly annoyed by their divine powers born not from loyalty to a god, but loyalty itself, but at least they can see resonance there, it is loyalty after all. A rogue can admire their myriad skills, a fighter their help in combat, a paladin their devotion, and a monk their discipline.
On the negative side we have barbarians, bards, and druids. While bards love their own maid, and love the concept of having a personal maid, the idea of being one is often alien to such free spirits. To barbarians it is usually similar to the idea of being a willing thrall, a position without any honor to speak of, a maid is a product of civilization after all. Finally druids sometimes see the idea of such a servant as an unnatural thing created by the perversion of civilization; while there are always larger threats to nature, and a maid is nothing to risk life or limb to kill they can be a portrait of the perversion that civilization can create.

And that brings us to the copy-pasted role and the Adaptation section which as an adaptation is dropped. Now all that’s left is to format and make the class. Normally for an ACF/archetype you just list what is changed, but here I’m copy-pasting the entire class of Ruin Delver and re-writing bits.

And having done this I will probably never do it again because the analytical act interferes with the creative and the writing of my steps actually messes up steps that normally are done and forces mental repetition on myself which is boring.

There is also a Step #5 but I can't really walk you through it, it's last minute revisions of the mechanics as you write them, things like '+1 hp/level should be class level, and the morale bonus from Yojimbo should last longer than 1 round make it Mental Specialty rounds'.


And because put together they're over the character limit the class is in the next post.

Zaydos
2016-02-01, 03:00 PM
Maid

"Okairinasai Ojousama." - A Maid

The Maid, or Valet if male, is a perfect servant, a supporter for their master, a dabbler in all skills known to man able to perform, if not excel, in all things and to even excel in a variety of fields based upon their deepest focus. They dabble in sorcery, piety, and warfare to better protect and serve their master, working not only to fulfill their needs but even to predict them and ensure the task is all but done by the time their employer becomes aware of it.

Adventures: A maid is a servant, a valet a gentleman’s gentleman, and the most common reason for them to adventure is because their employer wished it. Whether they adventure alongside their (foolish) employer to keep them alive, or adventure for the pay their employer provides while remaining safely at home, it is in the service of another that a maid adventures. In rarer cases a maid will take to adventuring when between proper employment, using this as a chance to develop and hone the wide variety of skills required for perfect service.

Characteristics: A little bit of everything, but not a master of anything. Arcane spells, especially transmutations, are at their beck if not to the extent of a wizard or even a bard, divine magic, especially healing, can be called to their aid as required. They can fight alongside true warriors, if only for a short time each day, and must rely upon magical augmentation to keep up with a barbarian or even a fighter. Their greatest skills lie in their myriad capabilities, every Maid is a master of a few skills and eventually a dabbler in nearly everything. The one place they are outstanding is as an assistant, capable of bringing out the most from an assisting jab or some clever distracting positioning.

Alignment: A maid is usually a willing servant, someone who is mentally prepared to follow their lord or lady not because their lord is more capable than them in any given circumstance but because they are a follower not a leader. As such maids cannot be Chaotic with the overwhelming majority being Lawful. Neutral maids are a rarity but they do exist, caring for a personal loyalty, possibly one between family lines for generations, or following someone they believe is a true leader. For a Neutral maid loyalty is the most important aspect of service. A Lawful maid is more likely to be aware of their social status, of how social status can transcend competence and wealth, and how duty is paramount. Loyalty does remain a prime concern for a Lawful maid, but it is an aspect of duty and not the only one which is important.

Maids come in both Good and Evil, with a tendency towards Neutrality. They are defined more by an orientation towards Loyalty and Duty to their employer, or the house that employs them. As such they typically lack the personal greed and selfishness of evil, but also the strong guiding morals that place all creatures as important. Good maids must either luckily find a Good lord or lady or must face a decision between Loyalty and Good which often ends with Loyalty winning. Evil maids have more freedom but by their nature have already in ways chosen against Evil.

Religion: Maids usually follow a religion based upon their race and culture. If they deviate from the cultural norm they tend towards those gods who praise service, loyalty, and honor as the highest virtues, or else worship the same deities as their lord or lady; this latter is especially true in those maids whose family has worked for their lord or lady’s family for generations.

Background: Most maids are raised into the profession, many come from long lines of servants their life dedicated to training to support a master from youth. The rare maid who wasn’t born into the work is often adopted by their future master’s family, raised to be a protector of their master from youth, or failing that in some way owes their original master for their life, not just in escaping death, but in escaping a life of miserable poverty and having the opportunity to learn their skills. Gratitude is a common source of duty.

Races: A true maid is a rarity among human cultures, they exist but for every hundred servants a single true maid is uncommon. They exist, however. Maids are more common among dwarves and halflings. Dwarves have a tradition of loyalty and duty, of branch families which exist to serve the head family of their clans, as such dwarves may be the most likely race to produce a maid. Halfling maids while rarer than dwarves are common among halfling servants, a strong tradition of loyalty existing. Gnomish maids are all but unheard of, few gnomes work as servants and fewer still serve as such throughout their entire lives, and even those who do rarely see themselves as servants first and foremost. Elven maids are another extreme rarity as, like with gnomes, there are few lifelong servants, however those that do exist are almost certain to be maids, combining elven pride in one’s work with elven dabbling to create a perfect maid. Half-elves and half-orcs are unlikely to have been born into a tradition of service, but they are likely to be born into a state of ostracism and low social standing from which a life of service as a gentleman’s gentleman is one possible escape, and a method with which to raise the standing of your own child so that they do not have to continue the tradition.

Among the less accepted humanoids maids are most common among goblins and hobgoblins. The former are, by Maglubiyet’s doctrine the inferior of the two races and to be kept as servants and slaves by their superiors, many preferring to be the loyal, and well rewarded, servant to being the disloyal and punished slave. Hobgoblin maids are common as well, usually serving those who hold positions of civil authority.

Other Classes: A Maid is a supporter and servant, a friend to all, or at least most. To a wizard they are a bodyguard and an assistant, to a cleric they keep the church running smoothly. Few classes dislike their own servant. When not a servant to an individual still a wizard can respect their discipline and their humility keeps their dabbling in the arcane from grating. A cleric may be slightly annoyed by their divine powers born not from loyalty to a god, but loyalty itself, but at least they can see resonance there, it is loyalty after all. A rogue can admire their myriad skills, a fighter their help in combat, a paladin their devotion, and a monk their discipline.
On the negative side we have barbarians, bards, and druids. While bards love their own maid, and love the concept of having a personal maid, the idea of being one is often alien to such free spirits. To barbarians it is usually similar to the idea of being a willing thrall, a position without any honor to speak of, a maid is a product of civilization after all. Finally druids sometimes see the idea of such a servant as an unnatural thing created by the perversion of civilization; while there are always larger threats to nature, and a maid is nothing to risk life or limb to kill they can be a portrait of the perversion that civilization can create.

Role: A Maid is an excellent second stringer, taking on the role of assistant in all things but the primary in nothing. They serve as a secondary arcanist, capable of casting low level utility spells and transmutation based buffs, secondary healer, capable of adding a decent amount of healing each day, secondary melee combatant, using bonus feats and adrenaline surge to engage in melee, and even as primary skill monkey due to their high skill points, dabbler ability, and skill mastery. In addition, unlike with most stealth based characters, they are capable of assisting their allies in stealth or mobility skills making them valuable for maneuvering through a dungeon without expenditure of magical resources.

GAME RULE INFORMATION
Maids have the following game statistics.
Abilities: As jacks-of-all-trades Maids can make use of a variety of abilities. Dexterity is important for stealth skills, ranged combat, and AC, Strength is important if they wish to join into melee combat, and Constitution has its traditional importance. Among mental ability scores Maids have a distinct choice. As they can select which score to base their magical abilities off of they can focus either on Intelligence for additional skill points, Wisdom for Will saves and perception, or Charisma for social persuasiveness.
Alignment: Any non-Chaotic.
Hit Die: d8
Starting Age: As wizard; training in many diverse fields requires significant time on par with even that of a true mage.
Starting Gold: 5d4 x 10 GP.

Class Skills
The Maid's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (any, each taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex), and Use Magic Device (Cha).

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

RUIN DELVER


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+0

+2

+2
Spells, Dedicated Servant, Bonus Feat, Mental Specialty, Loyal Servant +1, Trapfinding


2nd

+1

+0

+3

+3
Skill Instructor, Teamwork Skill


3rd

+2

+1

+3

+3
Quick Search, Loyal Servant +2, Professional Aspect


4th

+3

+1

+4

+4
Adrenaline Surge, Bonus Feat


5th

+3

+1

+4

+4
Automatic Search, Dabbler


6th

+4

+2

+5

+5
Loyal Servant +3, Improved Skill Instruction


7th

+5

+2

+5

+5
Skill Mastery, Expert Aid


8th

+6/+1

+2

+6

+6
Bonus Feat, Automatic Search (+5-ft)


9th

+6/+1

+3

+6

+6
Improved Dabbler, Loyal Servant +4


10th

+7/+2

+3

+7

+7
Skill Mastery, Adept Skill Instruction


11th

+8/+3

+3

+7

+7
Advanced Aspect


12th

+9/+4

+4

+8

+8
Bonus Feat, Loyal Servant +5, Automatic Search (+5-ft)


13th

+9/+4

+4

+8

+8
Skill Mastery, Instant Search


14th

+10/+5

+4

+9

+9
Expert Dabbler


15th

+11/+6/+1

+5

+9

+9
Loyal Servant +6


16th

+12/+7/+2

+5

+10

+10
Bonus Feat, Skill Mastery


17th

+12/+7/+2

+5

+10

+10
Professional Pinnacle, Automatic Search (+10-ft)


18th

+13/+8/+3

+6

+11

+11
Master Skill Instruction, Loyal Servant +7


19th

+14/+9/+4

+6

+11

+11
Master Dabbler, Skill Mastery


20th

+15/+10/+5

+6

+12

+12
Bonus Feat, Maid’s Instruction, Pattern of Excellence



Spells per Day:
Arcane Spells
Level01st2nd3rd4th5th6th
1-+1------
21+1-+1-----
32+1-+1-----
42+10+1-----
52+11+1-+1----
62+11+1-+1----
72+12+10+1----
82+12+11+1-+1---
93+12+11+1-+1---
103+12+11+10+1---
113+12+11+11+1-+1--
123+12+12+11+1-+1--
133+12+12+11+10+1--
143+12+12+11+11+1-+1-
153+13+12+11+11+1-+1-
163+13+12+12+11+10+1-
173+13+13+12+11+11+1-+1
183+13+13+12+11+11+1-+1
193+13+13+12+12+11+1-+1
203+13+13+12+12+12+1-+1

Divine Spells

Level01st2nd3rd4th5th6th7th
1-+1-------
2-+1-------
3-+1-+1------
41+1-+1-+1-----
52+10+1-+1-----
62+11+1-+1-+1----
72+12+1-+1-+1----
82+12+10+1-+1----
92+12+11+1-+1-+1---
102+12+11+1-+1-+1---
113+12+11+10+1-+1---
123+12+11+11+1-+1-+1--
133+12+12+11+1-+1-+1--
143+13+12+11+10+1-+1--
153+13+12+11+11+1-+1-+1-
163+13+12+11+11+1-+1-+1-
173+13+12+12+11+10+1-+1-
183+13+12+12+11+11+11+1-+1-+1
193+13+13+12+12+11+1-+1-+1
203+13+13+12+12+12+1-+1-+1

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

Weapon and Armor Proficiencies: A Maid is proficient in all simple weapons and one martial weapon of their choice as well as light and medium armor and shields (except Tower Shields).

Spells: A Maid gains the ability to cast limited amounts of spells. They are capable of learning, preparing, and casting spells as a generalist wizard from the wizard spell list (including rules for spell books and adding new spells to their spell book), gaining access to divination and abjuration spells more quickly than other schools. They gain arcane spell slots as listed on the table above; spell slots marked +1 can only be used for abjuration and divination spells and they do not gain bonus spells for high ability scores of any level of which they gain -+1, although they do gain bonus spells if they have 0+1 slots and these bonus spells may be of any school. A Maid begins with 16 cantrips in their spellbook and no other spells, whenever they gain a level they may add 2 spells of any level which they have access to transmutation spells to their spellbook (these spells do not have to be transmutation). They are also capable of preparing and casting spells as a cleric from the cleric spell list, gaining greater access to conjuration (healing) spells. They gain divine spell slots as listed on the table above; spell slots marked +1 can only be used for conjuration (healing) spells and they do not gain bonus spells for high ability scores of any level of which they gain -+1, although they do gain bonus spells if they have 0+1 slots and these bonus spells may be of any school or subschool. They are not considered to have non-Divination or Abjuration wizard spells and non-Conjuration (Healing) cleric spells above 5th level on their spell list, and are not considered to have Abjuration or Divination wizard spells above 6th level or Conjuration (Healing) cleric spells above 7th level on their spell list.

Bonus spells, saving throw DCs, and maximum spell level a Maid can cast are determined by whatever ability score is associated with their Mental Specialty (see below) for both Arcane and Divine spells.

A Maid learns to cast arcane spells in light armor and suffers no arcane spell failure to do so when casting an arcane spell as a Maid and, beginning at 6th level, suffer no arcane spell failure when in medium armor. A Maid may also take Spell Mastery as if they were a wizard.

A Maid cannot use arcane spell slots to prepare divine spells or divine spell slots to prepare arcane spells, and the two are treated as separate lists and prepared separately similar to a multiclass wizard/cleric or a mystic theurge.

Dedicated Servant (Ex): A Maid is a servant, they have trained long and hard to be such and knows how to serve others with a natural ease. As such a maid adds their class level as a bonus on all Profession (butler), (maid), (servant), (valet), or similar profession checks as well as any check to clean or repair an object and may make such checks untrained.

Bonus Feat: At 1st, 4th, 8th, 12th, 16th, and 20th level a Maid gains a bonus feat they meet the prerequisites for. This may be any Fighter bonus feat, metamagic feat, or feat from the list below: Acrobatic, Agile, Alertness, Athletic, Combat Casting, Deceitful, Deft Hands, Diligent, Endurance, Investigator, Magical Aptitude, Negotiator, Nimble Fingers, Persuasive, Self-Sufficient, Tower Shield Proficiency, Skill Focus, Scribe Scroll, Spell Mastery, Stealthy, or Track from the Player's Handbook; Appraise Magical Value, Brachiation, Expert Tactician, Extraordinary Concentration, Hear the Unseen, Improved Swimming, Quick Reconnoiter, and Tactile Trapsmith from Complete Adventurer; Combat Acrobat, Fade into Violence, Keen-Eared Scout, Master Manipulator, Vatic Gaze, and Wanderer's Diplomacy from Player's Handbook II; and Agile Athlete from Races of the Wild.

Mental Specialty: At 1st level a Maid chooses a specialty of Intelligence, Wisdom, or Charisma. Their arcane and divine Maid spells are based off of this ability score and at 3rd, 11th, and 17th level they gain an ability related to this choice.

Loyal Servant (Ex): A Maid is a loyal servant to their master, not easily swayed from their duty. Beginning at 1st level a Maid gains a +1 morale bonus to Will saves against Compulsion effects which would make them act against their employer’s interests. This bonus increases by +1 at 3rd level and every 3rd level thereafter.

Trapfinding (Ex): A Maid can find traps as a rogue.

Skill Instructor (Ex): Beginning at 2nd level a Maid may instruct allies in the proper method of performing activities. To do so is a full round action and requires those allies to be able to hear the Maid, although continuing the instructions is a free action (talking). For as long as the Maid continues this instruction the affected allies can use the Maid's skill ranks in a single skill (the same skill for all affected creatures) if they are higher than the allies. A Maid may affect up to 1/2 their class level in allies with this ability at a single time, and all creatures affected must be within 15-ft. Beginning at 6th level a Maid may affect creatures up to 30-ft away, instruct in 2 different skills simultaneously, and the benefits last for 1 round/class level after the Maid stops instructing up to a duration of as long as the Maid was instructing (so if they were instructing for 2 rounds the creatures benefit for only 2 rounds afterwards regardless of Maid level); no single creature may benefit from two instances of the same Maid's Skill Instructor at a time. Beginning at 10th level a Maid may affect creatures up to 60-ft away, instruct in 3 different skills simultaneously, and the benefits last for 2 rounds/class level after the Maid stops instructing up to twice as long as they were instructing for. Beginning at 18th level they may instruct in 4 different skills simultaneously, and the benefits last for 1 minute/class level after they stop up to 10 times as long as they were instructing.

Teamwork Skill (Ex): Beginning at 2nd level the bonus granted and received by a Maid through flanking or the Aid Another action is increased by 2 (normally to +4).

Quick Search (Ex): Beginning at 3rd level a Maid may make a Search check as a move action instead of a full-round action.

Professional Aspect (Ex): At 3rd level a Maid develops a special aspect based upon which aspect of service they choose to focus upon. They may select Ninja Maid, Skillful Maid, or Yojimbo.

Ninja Maid: You gain Sudden Strike +1d6 (as the ninja ability), and you may cast Invisibility and Improved Invisibility with your Abjuration/Divination slots and you may prepare them without having them in your spellbook or without using your spellbook.

Skillful Maid: 1/day per class level plus an additional number of times per day equal to the ability modifier for the score chosen as your Mental Specialty you may use Aid Another as a swift action. If you use this to use Aid Another on the same creature twice in a single round you must either choose to aid different types of rolls (or AC), or you may choose to have it add to the 2nd such roll (or AC against 2nd attack) of that type or, in the case of attack or AC, a second target. The benefits of your Aid Another does not stack with your Aid Another.

Yojimbo: You gain +1 hp per Maid level and you gain the ability to select a Charge. You may only select a creature as your ‘Charge’ once per day as a standard action. You gain a +1 morale bonus to attack and gain +1d6 to weapon damage against any creature that you have seen attempt to harm your charge (anything that would break Invisibility) within a number of rounds equal to the bonus of the ability score chosen as your mental specialty (minimum 1 round).

Adrenaline Surge (Ex): Beginning at 4th level a Maid may call upon buried reserves of resolve. As a free action they may increase their Base Attack Bonus by 1 plus 1 for every 4 Maid levels beyond the first for 1 round; this bonus may never increase their BAB to above their effective character level. They may use this ability 3 + constitution modifier times per day.

Automatic Search (Ex): A Maid's senses are keen enough to pick up the smallest disturbances. Beginning at 5th level whenever a Maid passes within 10-ft of an area to search they are entitled a free search check similar to a dwarf's Stonecunning or elf's Secret Doors. Beginning at 8th level this applies out to 15-ft, increasing to 20-ft at 12th, and 30-ft at 17th.

Dabbler (Ex): Beginning at 5th level Maid gains 2 virtual skill ranks in every skill. These skill ranks add to any ranks they may have but cannot increase their effective ranks above 1/2 their max ranks for class skills (this means it can increase cross-class skills to their absolute max assuming they are cross-class for all classes the Maid possesses) and do not count for qualifying for prerequisites. These virtual ranks do allow them to perform skill checks with the skill as if trained. At 9th level this increases to 4 ranks in every skill, becoming 6 at 14th level, and 9 at 19th level.

Skill Mastery (Ex): At 7th level and every 3rd level thereafter (10th, 13th, 16th, and 19th) a Maid may select one Maid class skill which they have at least 10 ranks in and may take 10 on when not threatened or rushed. They may take 10 on that skill even in a situation in which they would normally be unable to do so.

Expert Aid (Ex): Beginning at 7th level whenever a Maid uses Aid Another to help a creature with a skill check which they have Skill Mastery in that creature receives an additional +2 to that check, in addition any creature that is benefiting from a Maid's Skill Instruction in such a skill and rolls an unmodified 4 or less on such a skill treats it as a 5 before modifiers.

Advanced Aspect (Ex): Beginning at 11th level a Maid's skills improve based upon the Professional Aspect they chose at 3rd level.

Ninja Maid: Your +1d6 Sudden Strike becomes +1d6 Sneak Attack (it now applies when Flanking) and improves to +2d6 sneak attack.

Skillful Maid: Your Dabbler ability improves. From now on it can increase skill ranks to ½ your maximum ranks + 4 and grants 2 more virtual ranks to each skill. This means at 11th level it adds 6 ranks to skills and may increase them to 11 ranks instead of 4 and 7, and at 20th it adds 11 ranks and can increase them to 15 (and a half).

Yojimbo: Your Charge gains a +2 untyped bonus to AC when within your melee reach against any attack you would not be denied your Dexterity bonus against if you were the one being attacked, in addition the bonus to attack and damage against creatures which attack your Charge increase to +2 and +2d6 respectively. Finally you gain a +2 bonus to Concentration checks and all Wisdom based skill checks and ability checks; a bodyguard must have a level head and excellent situational awareness in all things.

Instant Search (Ex): Beginning at 13th level a Maid may make a Search check as a Swift action (and/or a Move action).

Profession Pinnacle (Ex): At 17th level a Maid gains a final benefit based upon their choice of professional aspect.

Ninja Maid: You gain +1d6 Sneak Attack for a total of +3d6 Sneak Attack, in addition if you study your victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (your choice). While studying the victim, you can undertake other actions so long as your attention stays focused on the target and the target does not detect you and recognize you as an enemy. If the you of such an attack fails a Fortitude save (DC 10 + ½ your maid level + your Mental Specialty ability modifier) against the kill effect, they dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per 2 maid levels you possess. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once you have completed the 3 rounds of study, you must make the death attack within the next 3 rounds.
If a death attack is attempted and fails (the victim makes her save) or if you do not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before you can attempt another death attack.

Skillful Maid: When you use the Aid Another action the creature you aid adds your Mental Specialty ability modifier to their roll as well as the normal bonus from your Aid Another. In addition select one ability score other than your Mental Specialty when making skill or ability checks based upon that ability add your Mental Specialty ability modifier if positive to it as well.

Yojimbo: You gain Combat Reflexes as a bonus feat and may make an attack of opportunity against any creature that attacks your charge (assuming they are, in fact, in your melee reach). Finally you gain DR 3/- against any attack you are not flat-footed against

Pattern of Excellence (Ex): A gentleman’s gentleman, or a true lady’s maid, must excel at all things, with a head that never bends under pressure. Beginning at 20th level you may take 10 on any skill or ability check even if threatened or rushed. In addition once per round you may take 10 on an attack roll.

Maid’s Instruction (Ex): You may instruct Base Attack Bonus and Caster Level as if they were skills. When you do so allies replace their BAB or CL with yours if yours is better. This functions like Instruct Skills and counts against the number of skills you may instruct at a time, but the instruction only lasts as long as you continue and 1 round thereafter per 2 rounds you instructed to a maximum of 1 minute. If your Base Attack Bonus or Caster Level changes so too does this bonus if you are still actively instructing, so it is best to stop with a buffed BAB or CL.

Zaydos
2016-02-01, 03:07 PM
@zaydos: wow... your tall tale base class is very very cool :-) and so is the archetype :-)

It will also be a very cool class to use with the KAI disciplines in the lone wolf d20 series of books....

They will fit right in if I select an associated
skill for each discipline

Nice!

Thanks. Tall Tale or Incarnation is probably my most popular, and personal favorite, class I've made, and it's always interesting to expand on TT.

Never heard the Lone Wolf comment before, but it doesn't surprise me too much, I'd not be surprised if some of the abilities happened to draw a bit subconsciously from that series (even if I'd only done about 4 of the first 8 books at the time).

Zaydos
2016-02-01, 07:52 PM
New Feat for Thralls (http://www.giantitp.com/forums/showthread.php?447399-To-Serve-the-Ancient-Ones-%28Vile-Feats-3-5%29) - Journal of Madness (VoodooPaladin)

Journal of Madness [Vile]
You scribble the mad insights of your dread masters within a book or series of tomes, writing within them blasphemous words of nightmare and madness.
Prerequisites: Servant of the Old Ones, must possess a fixed amount of spells known which you cast spontaneously.
Benefit: You maintain a journal of the mad revelations of your dreads masters. For each level of spells you possess spells known for select a single spell from your spell list or a Corrupt spell of that level which is 'written' in this journal. Each day when you regain your spells per day you may consult this journal to temporarily exchange one or more of your spells known with spells of the same level within this journal gaining them as a spell known for the day in exchange for the spells chosen to exchange; this exchange lasts until you next regain your spells per day. If you exchange spells in this way you gain the depravity effect of a randomly determined mild depravity until you next regain your spells per day. Whenever you gain access to a new level of spells known you gain a new spell in your journal of the same level.

The writing in your journals is in fact merely blasphemous and nightmarishly disturbing gibberish. It contains no true magical insights, and the change of spells known is merely a delusional placebo effect. If you lose your journal(s) you may make a new one with merely a week of writing of your nightmares and mad 'insights'.

Normal: Your delusions do not grant you additional options for spells known.

Zaydos
2016-02-01, 07:54 PM
Scholar of the Dead – New Scholastic Aptitudes (www.giantitp.com/forums/showthread.php?196365-Scholar-(3-X-NPC-class-abilities-needed)) (segev)

As a note all these Scholastic Aptitudes are Supernatural in nature.

Re-Animator: You must have at least 8 ranks in Craft (alchemy) and Knowledge (religion) and one other Scholastic Aptitude to select this aptitude. By applying ointments which cost 60 GP per hit die onto a mostly intact corpse of a creature you can cause it to re-animate as a zombie or skeleton depending upon how much flesh remains upon it, under your control. You can create the ointments with a DC 20 Craft (alchemy) check and because much of their cost come from rare (and sometimes illegal) reagents they are crafted at 10 times the normal rate (SP/day or GP/week, meaning that a successful check makes at minimum 6 HD worth). You may only control 4 HD of undead animated with this aptitude per class level, any beyond this number become free willed and typically violent, you may also not reanimate any creature with more racial hit dice than your class level as a zombie or twice that as a skeleton and it may never create an undead creature with more than 20 hit dice.

Corpse Crafter: You must have Re-Animator to select this aptitude. You gain Corpse Crafter or any feat which requires it as a prerequisite as a bonus feat. In addition you can treat undead created by your Re-Animator ability as having been created by a necromancy spell, and you may control an additional hit die worth of undead via Re-Animator per class level.

Craft Ravenous Dead: Requires Re-Animator, Craft (alchemy) 14 ranks, and Knowledge (religion) 14 ranks. By applying ointments which cost 180 GP per hit die onto an intact and fresh humanoid corpse (dead no more than 1 hour/class evel) you can re-animate them as a Gravetouched Ghoul (see Libris Mortis). They may have no more character levels than ½ your class level and count as having twice their actual hit dice for calculating how many undead you control via Re-Animator. As long as you control this ghoul via Re-Animator it is absolutely unable to disobey a direct order, even if it is suicidal, from you and is automatically helpful; if it leaves your control it will become hell bent on vengeance and your death. You may control an additional hit die worth of undead via Re-Animator per class level.

Speaker of the Dead: Requires Knowledge (religion) 8 ranks. You may expend two uses of Applied Knowledge to use Speak with Dead as a spell-like ability (CL = Scholar Level).

Ghost Caller (Game Changer): Requires Knowledge (religion) 14 ranks, and Speaker of the Dead. You gain the ability to call a ghostly companion. This companion is the ghost of a creature of your species with a character level of 6 less than yours and the ghost template. You may summon it to your side from any plane or location that is not warded against teleportation as an act requiring a 30 minute ritual which can be performed once per day. This ghost may enter planes not conterminous with the Ethereal in which case it becomes simply incorporeal and is always fully manifested. If you gain a level your ghostly companion does as well, and if it fails to Rejuvenate it may attempt another check to do so every week until it succeeds. This is a variation on Leadership and a DM should carefully consider any ability that gives a PC an incorporeal minion that they can send off with an indefinite duration, especially in a lower tier game, as such a minion necessitates a change in DMing tactics.

Zaydos
2016-02-01, 07:55 PM
New Dragonblooded (http://www.giantitp.com/forums/showthread.php?192406-Expanded-Dragonblood) Warforged Feats (Draconium)

Yeah this one is a stretch, but I just liked the idea too much not to make it and Expanded Dragonblood did have Dragonblood templates for Earth Elementals, a Bloodline :smalleek:, half-dragon types and some draconic feats.

Hoardforged Body [Warforged]
Your body is made from draconium, or in layman terms gold that was part of a dragon’s hoard for long enough that it became infused with a portion of its arcane prowess due to its long slumber there upon. Your composite plating is lighter and thinner allowing for armor to be worn over it, but it is sturdy with a draconic hardness. Its magic hungry nature disrupts the static magic of normal enchantments, but it can absorb gold and gems to gain additional magical energy. Unfortunately it is slightly magnetized towards magic increasing your vulnerability therein.
Prerequisites: Warforged, 1st level only.
Benefit: You gain the dragonforged subtype (http://www.giantitp.com/forums/showsinglepost.php?p=9435786&postcount=78). The armor bonus from your composite plating becomes a Natural Armor bonus and it does not count as armor in any way allowing you to use armor or a robe over it, access class features that require no armor, and it no longer has an arcane spell failure chance. However you can no longer normally enchant your composite plating, as it absorbs the enchantment into itself, instead any spellcaster capable of Crafting Wondrous Objects can through a 1 hour ritual which requires a store of gold or gems imbue it with a metamorphic enchantment, the gold and gems fusing with your body. Each day you may choose the nature of this enchantment by spending 30 minutes in meditation and it remains fixed thus for 23.5 hours after which it fades and you may meditate to reset its enchantments once more (until it fades you cannot change them).

Having this metamorphic enchantment placed usually has a minimal cost besides the gold used to imbue your body directly (typically 30 GP/CL of the mage who infuses it, but it is simply the cost to get a wizard to spend an hour of their day helping you) and you can add additional gold at any time with a second ritual. However the maximum total value of your metamorphic enchantment is based upon your character level as shown on the table below (it also follows the formula of 150 x Character Level^2). The list of abilities, and the amount of your Metamorphic Enchantment for the day that they cost is also listed below.

LevelMax Metamorphic Enchantment Value
1st
150
[/tr]

2nd
600


3rd
1350


4th
2400


5th
3750


6th
5400


7th
7,350


8th
9,600


9th
12,150


10th
15,000


11th
19,150


12th
21,200


13th
25,350


14th
29,400


15th
33,750


16th
38,400


17th
43,350


18th
48,600


19th
55,350


20th
60,000



+1 Competence bonus to Skill(s): 100 GP per Skill.
+2 Competence bonus to Skill(s): 400 GP per Skill.
+3 Competence bonus to Skill(s): 900 GP per Skill.
+4 Competence bonus to Skill(s): 1600 GP per Skill.
+5 Competence bonus to Skill(s): 2500 GP per Skill.
+2 Enhancement bonus to Ability Score(s): 4000 GP per ability.
+4 Enhancement bonus to Ability Score(s): 16,000 GP per ability.
+6 Enhancement bonus to Ability Score(s): 36,000 GP per ability.
Enchantment on all Natural Weapons: GP cost of said enchantment on a manufactured weapon x 1.5.
+1 Enhancement bonus to Natural Armor: 2000 GP
+2 Enhancement bonus to Natural Armor: 8000 GP
+3 Enhancement bonus to Natural Armor: 18,000 GP
+4 Enhancement bonus to Natural Armor: 32,000 GP
+5 Enhancement bonus to Natural Armor: 50,000 GP
+1 Deflection bonus to AC: 2000 GP
+2 Deflection bonus to AC: 8000 GP
+3 Deflection bonus to AC: 18,000 GP
+4 Deflection bonus to AC: 32,000 GP
+5 Deflection bonus to AC: 50,000 GP
+1 Resistance bonus to Save(s): 500 GP for 1 save, or 1000 GP for all saves
+2 Resistance bonus to Save(s): 2000 GP for 1 save or 4000 GP for all saves
+3 Resistance bonus to Save(s): 4500 GP for 1 save or 9000 GP for all saves
+4 Resistance bonus to Save(s): 8000 GP for 1 save or 16,000 GP for all saves.
+5 Resistance bonus to Save(s): 12,500 GP for 1 save or 25,000 GP for all saves.
Energy Resistance 5: 4000 GP per energy type.
Energy Resistance 10: 12,000 GP per energy type.
+10-ft Enhancement bonus to Speed: 3000 GP.
Improve flight maneuverability by 1 grade: 12,000 GP


However this hoardforged body is not without its disadvantages. You suffer a -1 penalty to all saving throws against Spells and Spell-like Abilities as the mystically resonance picked up by the dragon’s gold pulls magic into you.

Magnetized Draconium [Warforged]
You are able to consciously increase the magic attracting properties of your hoardforged body.
Prerequisites: Warforged, Hoardforged Body, Spellcraft 3 ranks.
Benefit: When a creature adjacent to you is targeted by a non-touch, non-personal spell you may spend an immediate action to change the target to you. If the spell had multiple targets and you were already one of them you receive any damage (or healing) from the spell twice and must make any saving throw twice, but stacking limitations generally prevent most other effects from doubling. This has no effect on area spells.

When a spell’s area includes you, or is adjacent to you, and it is does not originate from a fixed point (the caster, a previous target of the spell, etc) you may, as an immediate action, attract its center towards you. The center of the spell’s area shifts 5 ft straight towards you.

Special: This feat is a supernatural ability.

Draconium Circuit [Warforged]
Your Draconium body magnifies your arcane prowess, and works to give you a stronger presence of being.
Prerequisites: Warforged, Draconium body, Arcane Caster level 1+.
Benefit: You gain +2 Charisma, in addition you gain a +1 to your caster level when casting arcane spells with a saving throw DC based off of your Charisma or when using invocations.

Eldest
2016-02-01, 08:09 PM
I'm curious about what you could do with me, I like psionics, improvising everything at the last second, coding (which could be any number of things), and (specifically what I want to see what you do with) avoiding fighting. No problem if you can't, I haven't really interacted with you at all.

illyahr
2016-02-01, 08:12 PM
That sounds like Truenaming stuff to me. They re-code the universe to their advantage. :smallsmile:

Zaydos
2016-02-01, 11:46 PM
…, Scratch on Reality (Eldest)

Vestige Level: 6th.
Binding DC: 26.

No name is remembered for this being, even its seal is hard to keep track of as it fades when written, stone where it is carved eroding with unnatural speed, ink disappearing leaving paper blank.

Legend: Not much is known of this being as they seem to resist knowledge. Half remembered tales surface from time to time, little whispers of stories. Scholars who study the vestiges ultimately claim that they have some relationship with the mysterious beings called whispers (http://www.giantitp.com/forums/showthread.php?438456-Whisper-%28Stealth-class%29) although what this connection is they have more difficulty agreeing upon. Some claim that they were simply the first whisper, the first being that reality forgot about and who faded wholly from reality do to it, that they are the Eldest Whisper. Others claim that they were not a whisper, at least not in the modern sense, but that they are the ultimate source of all whispers as they were a being who, in some act of audacity, damaged the very underlying framework of reality, that they tore a rent in the walls of existence and it is through this hole that whispers are forgotten. They write an epic tale of a mortal who in their hubris attempted to change the very nature of reality at its most fundamental point, and who failed in their intent, instead damaging existence so that sometimes people simply fall through the cracks; unfortunately no two tellings of the tale agree and there’s not a bard alive who can remember the details. Some even claim that this nameless being is the eldest vestige, or at least the reason why vestiges exist, that they made the world of vestiges with their transgression.

Special Requirement: … will not manifest in the sight of any creatures other than the binder.

Special Rule: It requires 10 ranks of Knowledge (the planes) to even know … exists as a vestige, or to have been shown the seal after which it requires a DC 15 Will save every week to avoid forgetting the sign (Knowledge ranks avoid this difficulty).

Manifestation: It is hard for those who have bound … to describe the process. …’s manifestation is forgotten the moment that they are no longer visible. Even the best attempts at magically recording the process are vague showing at most a vague humanoid which seems to speak in a whisper.

Sign: Your hair and nails become transparent, with your entire body seeming to shift back and forth between opaque and partially translucent.

Influence: While influenced by ... you shrink from confrontation and notice. You cannot stand to be directly observed or closely analyzed, instead seeking to do whatever you can to go unnoticed. Calling direct attention to yourself fills you with anxiety, making you loath to even draw your allies’ attention to you.

Granted Abilities: While bound … makes it difficult for others to remember you, allows you to remember what others have forgotten, to escape the bonds of magic, cause reality itself to grow uncertain of your location, and to slip past others unseen.

Easily Forgotten: While … is bound people must make a Will save to remember details concerning you when they cannot directly sense you (smell you, see you, hear you, feel you) for longer than 2 rounds. They may still remember events that happened involving you, but the details will be forgotten (if you walk up and stab someone they remember that they were stabbed by something but can’t say for sure who did it, or even whether they were a humanoid; if you are being chased and go around a corner your pursuers will remember they were chasing something, but not what they looked like, or who, or how they lost their quarry). Once a creature can see/sense you again they are able to remember you normally until you leave once more, and any creature which knows you from when you have not had this vestige bound remembers who but not the details concerning your actions while this vestige is bound (unless they succeed on their will save).

Forgotten Knowledge: You gain a +8 competence bonus to Knowledge checks with a DC of 25 or higher as long as the information has existed long enough that more people have forgotten it, or died since knowing it, than currently know it. You may make such Knowledge checks untrained.

Slip Magic: As a standard action you can cause magic itself to forget your existence. This functions as a targeted Dispel Magic used on yourself with no limit to the bonus to your dispel check based on level (using your EBL as your CL). Once you have used this ability you must wait 5 rounds before using it again.

Vanish Shift: As a swift action, you can cause your precise position to be forgotten by reality itself, working your will upon the fabric of reality itself to reappear somewhere within 5 ft per 5 binder levels. While mechanistically similar this is not a teleportation effect. You do not teleport, reality just had you at the wrong pace.

Whispered Form: You gain a +8 competence bonus to Hide and Move Silently checks while … is bound and may hide without cover or concealment, though you still must be unobserved. If you attack a creature you cannot hide from that creature without cover or concealment for 5 rounds.

For Contractors (http://www.giantitp.com/forums/showthread.php?476376-Contractor-%28Base-Class-Vestiges-Invocation-Request%29&highlight=contractor+request): Enervating Shadows.

For Goetic Knights (http://www.giantitp.com/forums/showthread.php?459228-Goetic-Knight-%28WiP-Proof-of-Concept-New-Pact-Magic-Base-Class%29): Cloak Bind
Basic Bind: You can hide without cover or concealment, and gain a bonus to Hide and Move Silently equal to 1/3rd your Tool Binding Level.
Intense Bind: As long as there is another creature which presents an active threat enemies must make a Will saveto target you in preference to other viable enemies. In addition when you move you may teleport up to your speed.
Deep Bind: You are incorporeal as long as this bound item is worn.

For Vestige Priests (http://www.giantitp.com/forums/showthread.php?329655-3-5-Vestige-Priest-%28Soulbinding-Base-Class-PEACH%29):
Lv 0: Daze, Ghost Sound, Mending, Open/Close.
1st: Benign TranspositionSpC, Dead EndSpC, Disguise Self, Dispel WardSpC, DistractSpC, Erase, (Nystul's) Magic Aura, Reduce Person, Ventriloquism.
2nd: Baleful TranspositionSpC, Blur, Dimension HopPHBII, Dispelling TouchPHBII, Invisibility, Mirror Image, Misdirection, Obscure Object, Swift InvisibilitySpC
3rd: Alter FortunePHBII, Blink, Dimension StepPHBII, Dispel Magic, Displacement, Nondetection, RegroupPHBII.
4th: Confusion, Detect Scrying, Dimension Door, Greater Invisibility, Greater Mirror ImagePHBII, Slashing DispelPHBII, Translocation TrickSpC.
5th: Break Enchantment, Dimensional ShufflePHBII, False Vision, Modify Memory, Seeming, Teleport.
6th: Disintegrate, Greater Dispel Magic, Mislead, Plane Shift, Tactical TeleportationCM, Veil
7th: Banishment, Greater Teleport, Insanity, Limited Wish, Mass Invisibility, SolipsismSpC, Teleport Object
8th: Chain DispelPHBII, GhostformSpC, Greater Plane ShiftSpC, Maze, Mind Blank, Superior InvisibilityPHBII, Temporal Stasis
9th: Instant RefugeSpC, Programmed AmnesiaSpC, Reaving DispelSpC, Time Stop, Wish

Eldest
2016-02-02, 12:02 AM
That is not the direction I expected, but still really cool! Thanks a ton!

Zaydos
2016-02-02, 12:15 AM
That is not the direction I expected, but still really cool! Thanks a ton!

Well I haven't done much with psionics, improvisation I do a lot, but combining with the following two would have ended up being another Tall Tale thing and probably have ended up rather on the OP side, so I went with user name plus the remaining two. Which meant the first of something, stealth as one of the best way of avoiding fights (diplomacy tends to snowball, intimidation could have been fun), and damaged the source code of reality in an attempt to hack it just seemed a fun origin for a vestige.

'Course I did think of doing something with a feat for Gnostics, something like Gnostic Improvisational Avoidance with a Diplomacy based ability if you were Good aligned, a Hide based ability if morally Neutral, and an Intimidate based one if Evil at the moment but never could quite get the idea off the ground.

Draconium
2016-02-02, 12:27 AM
New Dragonblooded (http://www.giantitp.com/forums/showthread.php?192406-Expanded-Dragonblood) Warforged Feats (Draconium)

http://i1030.photobucket.com/albums/y368/Drakonium/tumblr_my12f6NLaY1r62vpwo2_500_zps5dvdyde7.gif


Yeah this one is a stretch, but I just liked the idea too much not to make it and Expanded Dragonblood did have Dragonblood templates for Earth Elementals, a Bloodline :smalleek:, half-dragon types and some draconic feats.

I quite like this one myself. :smallbiggrin: The idea of playing a Warforged created from the remains of a dragon hoard is... intriguing, to say the least. Thank you for this.

Zaydos
2016-02-02, 01:29 AM
4X Magic – More Feats from the College of War Magic (http://www.giantitp.com/forums/showthread.php?397275-Feats-from-the-College-of-War-Magic) (Ilven)

Explorative Spell [Metamagic]
An explorative spell creates a divinatory sensor where the spell is cast allowing you to view that location.
Prerequisites: Ability to cast divination spells.
Benefit: An Explorative Spell create a scrying sensor at the center of the spell’s effect. If this is an area of effect it is the center of the spell’s area, if it is a single target spell it is the target’s current square, if it is an effect other than a ray (which is treated as a targeted spell) then it is at the center of where the effect is generated, if it is a multi-target spell it is the center of the targets, and so forth. You can see and hear through this sensor as if you were there with all your auditory and visual special senses. This sensor lasts for 10 minutes per spell level of the Explorative Spell after metamagic modifiers. An Explorative Spell uses up a slot 1 level higher than usual.

Expanding Cloud [General]
When you create a cloud it grows over time expanding to cover the battlefield.
Prerequisites: Spell Focus (Conjuration).
Benefit: Whenever you cast a spell which creates an effect in the form of a spread of cloud, fog, or mist that effect grows over time. Every 2 rounds the radius and height increase by 5 ft until they have reached 5 times their normal size or the effect is disrupted.

Exploit Fear [General]
Your magic is particularly effective against those grasped by fear.
Prerequisites: Spell Focus (Necromancy)
Benefit: Creatures which are under the influence of a fear effect take a(n additional) -2 penalty on saving throws against your spells.

Extermination Magic [General]
You are adept at culling the weak with your spells and effects.
Prerequisites: Spell Focus (Evocation)
Benefit: Spells you cast deal 50% extra damage to creatures at less than ½ health.

Illven
2016-02-02, 01:49 AM
4X Magic – More Feats from the College of War Magic (http://www.giantitp.com/forums/showthread.php?397275-Feats-from-the-College-of-War-Magic) (Ilven)

YAY!

I really like Expanding cloud.

I guess I keep my save files in the cloud? :smalltongue:

Zaydos
2016-02-02, 02:01 AM
And with that I'm out of pending. Unless people want to volunteer to go again or some new victims volunteers arrive then I guess I'm done...


I quite like this one myself. :smallbiggrin: The idea of playing a Warforged created from the remains of a dragon hoard is... intriguing, to say the least. Thank you for this.

It was just too neat of an idea to pass up once it'd occurred to me.


YAY!

I really like Expanding cloud.

I guess I keep my save files in the cloud? :smalltongue:

:smallbiggrin:

I'm not sure that's a good idea, they tend to be short lived. But yeah Expanding Cloud is my favorite of the 4 as well (I think the fear one is my least favorite, though Explorative spell should probably be minutes or 10s of minutes instead of rounds...).

khadgar567
2016-02-02, 02:13 AM
Normally I don't prefer maids as my main follower option but hope and glory sends their thanks o great dracolich zaydos sama
I cant stop smiling right now demon hunter with twin elven maids yes please ( I wish thrallherd can use casting instead of level for believers)

Draconium
2016-02-02, 02:23 AM
I cant stop smiling right now demon hunter with twin elven maids yes please ( I wish thrallherd can use casting instead of level for believers)

Thrallherd and twin eleven maid thralls? Interesting...

*resists temptation to make a BBEG using that build*

Oh, and Zaydos, if you feel like you have any other ideas based off of me, feel free to make them. I'm extremely pleased with what I already have, but if it boosts your creativity and/or keeps you busy until more tributes arrive, I wouldn't mind more...

khadgar567
2016-02-02, 02:30 AM
Thrallherd and twin eleven maid thralls? Interesting...

*resists temptation to make a BBEG using that build*

Oh, and Zaydos, if you feel like you have any other ideas based off of me, feel free to make them. I'm extremely pleased with what I already have, but if it boosts your creativity and/or keeps you busy until more tributes arrive, I wouldn't mind more...

Feel free to made me big bad mate if you want to use demon hunter pm me for new link
(Disclaimer demon hunter class is curently little bit op use with caution)
And zaydos feel free to made any thing you want so permission for second use is granted

VoodooPaladin
2016-02-02, 02:57 AM
I'll volunteer for another. If it'll help with ideas, I've been a fan of the Simic Initiate since its creation, and I was pretty into March Martial Madness while it was going on.

I find quirky subsystems and modular design to be utterly fascinating, in a way that the flavorless "Built To Tolerance" design that I was brought into 3.5 with simply isn't.

Illven
2016-02-02, 03:30 AM
:smallbiggrin:

I'm not sure that's a good idea, they tend to be short lived. But yeah Expanding Cloud is my favorite of the 4 as well (I think the fear one is my least favorite, though Explorative spell should probably be minutes or 10s of minutes instead of rounds...).

I like Exploit fear, because of tribute-ing in Civ 5.

illyahr
2016-02-02, 10:12 AM
These are all fantastic. :smallbiggrin:

Zaydos
2016-02-02, 10:35 AM
Draconium’s Breath of Fear – New Feat of Fear (www.giantitp.com/forums/showthread.php?449017-Feats-(and-Flaws)-of-Fear) (Draconium)

Draconium’s Breath of Fear [General]
There is nothing more terrifying than a dragon’s breath. Your breath weapon stirs this terror in the hearts of foes.
Prerequisites: Dragonblood, Breath Weapon, Cha 13+.
Benefit: Whenever you use your breath weapon creatures which took at least 15 damage from it must make a Will save (same DC as your breath weapon) or be shaken for 1d4 rounds. Creatures which took at least 30 damage that fail their Will save are frightened for 1d3 rounds and then shaken for twice that number of rounds instead. Creatures which took at least 60 damage that fail their Will save are panicked for 1d6 rounds and then shaken for that many minutes. For every 20 damage dealt beyond 60 they are panicked for 1 additional round (and shaken for 1 additional minute) on a failed save. If you have multiple breath weapons even if they are used concurrently their damage is not added together for this feat’s effects.

Zaydos
2016-02-02, 11:11 AM
New Spells for Thralls (http://www.giantitp.com/forums/showthread.php?447622-Spells-for-Thralls) (khadgar)

(Khadgar's) Infectious Madness
Enchantment (Compulsion) [Mind-Affecting]
Level: Bard 3, player in yellow 2, thrall of shub-niggurath 4, sorcerer/wizard 3
Components: V, S, Thrall
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Target: 1 creature
Duration: 1 round/caster level
Saving Throw: Will negates
Spell Resistance: Yes

The target suffers the effects of a Confusion spell, however any target they damage must make a Will save or be affected by this spell as if they were the original target. The duration for these secondary targets is 1 round/caster level from their infection and they may cause further infection. A creature which succeeds its Will save does not need to make another for a number of rounds equal to their Wisdom modifier (min 1 round), and once a creature has recovered from the infection it is immune to the infection caused by that casting.

(Khadgar's) Strip Will
Enchantment (Compulsion) [Mind-Affecting]
Level: Bard 3, player in yellow 3, thrall of shub-niggurath 4, sorcerer/wizard 4
Components: V, S, Thrall
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Target: 1 humanoid creature
Duration: Special
Saving Throw: Will negates
Spell Resistance: Yes.

This spell functions as dominate person (http://www.d20srd.org/srd/spells/dominatePerson.htm) except as described below. A creature affected by Strip Will suffers 1 point of Wisdom damage each minute until it has suffered Wisdom damage equal to its Wisdom score (if the damage is prevented it is still suffered for this purpose) at which point the spell immediately, if this reduces the target's Wisdom to 0 they gain 1d3 points of Depravity. The target is fully aware of their actions committed under this spell and that they were compelled, the awareness of it slowly working with the magic to destroy their minds.

(Khadgar's) Transformative Rage
Enchantment (Compulsion) [Mind-Affecting]/Transmutation
Level: Bard 4, player in yellow 4, thrall of shub-niggurath 5, sorcerer/wizard 5
Components: V, S, Thrall
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Target: 1 living creature
Duration: 3 rounds + 1 round/level
Saving Throw: See below
Spell Resistance: Yes.

You instill fury into a creature, a madness of rage which drives them to a frenzy and beyond stripping their mind of its cunning and changing their body into its vessel.

When you cast this spell the target is allowed a Will save to negate its effect. If they fail they enter into a rage identical to a Barbarian's except that they must make a Will save each round or attack the nearest creature with disregard to whether it is friend or foe; if they have the ability to rage they gain an additional +2 Strength and Constitution during this effect. As they rage the anger transforms them.

On the third round this transformation comes to a head. A Fortitude save negates this effect and immediately ends the spell, but only a creature which has succeed all three roundly Will saves is allowed one. If they fail they grow 1 size category (as if from an Enlarge Person spell), and gain an additional +4 to Strength and +2 to natural armor but suffer 2d6 nonlethal damage each round. Their skin turns strangely scaly, nictating membrane forming over their eyes, and their jaw distending to give them a bite attack (usable as a primary or secondary natural weapon) dealing 1d4 damage if Large. They no longer need to make roundly Will saves,they attack the nearest creature other than you with disregard to whether it is friend or foe, and if there are no valid creatures to attack they move at full speed to find one.

Zaydos
2016-02-02, 11:35 AM
New Cytoplasmic Grafts (http://www.giantitp.com/forums/showthread.php?402257-Simic-Initiate-%28M-tG-based-Graft-Fighter-PEACH%29) (VoodooPaladin)
And some light fun at the pop culture associations with your name's two halves.
Hex Generator: As a free action a character bearing this graft may feed 6 colorless mana, with each point of black mana providing the equivalent of 2 colorless, through this graft to generate a cursed aura for 1 round. Other creatures within 10 ft of the graft bearer suffer a -1 penalty to AC and all d20 rolls. Each additional instance of this graft increases the range by 5 ft, and every 2 instances increase the mana cost by 2 colorless and the penalty by -1. A character must have Black as part of their color identity to originate this graft. You must be at least 5th level to create this graft as a Simic Initiate, or 8th as a Simic Biomancer.
Spell Creation: This graft can be created with a 4th level or higher slot.

Smite Accumulator: Whenever you take 5 or more damage from a single attack you gain a 1 Smite Charge. You may expend 5 smite charge to make a single Smite Attempt. When you make a Smite attempt you gain a +4 bonus to hit and deal +1 damage per level in classes which grant Shape Graft the Graft Originator had, or CL if it was made via a spell. You may only store up to 5 Smite Charges per Smite Accumulator graft you possess, and each additional instance of Smite Accumulator you possess grants you an additional Smite Charge if you take 5 more damage than was required to generate full smite charges with the previous graft (if you have 2 you get 1 from 5 and 2 from 10, if you have 10 you’d get 1 from 5, 2 from 10, 3 from 15, 4 from 20, and so forth up to 10 from 50). A character must have White as part of their color identity to originate this graft. You must be at least a 3rd level Simic Biomancer to create this graft (Initiate can do so from level 1).
Spell Creation: This graft can be created with a 2nd level or higher slot.

khadgar567
2016-02-02, 11:44 AM
New Spells for Thralls (http://www.giantitp.com/forums/showthread.php?447622-Spells-for-Thralls) (khadgar)

(Khadgar's) Infectious Madness
Enchantment (Compulsion) [Mind-Affecting]
Level: Bard 3, player in yellow 2, thrall of shub-niggurath 4, sorcerer/wizard 3
Components: V, S, Thrall
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Target: 1 creature
Duration: 1 round/caster level
Saving Throw: Will negates
Spell Resistance: Yes

The target suffers the effects of a Confusion spell, however any target they damage must make a Will save or be affected by this spell as if they were the original target. The duration for these secondary targets is 1 round/caster level from their infection and they may cause further infection. A creature which succeeds its Will save does not need to make another for a number of rounds equal to their Wisdom modifier (min 1 round), and once a creature has recovered from the infection it is immune to the infection caused by that casting.

(Khadgar's) Strip Will
Enchantment (Compulsion) [Mind-Affecting]
Level: Bard 3, player in yellow 3, thrall of shub-niggurath 4, sorcerer/wizard 4
Components: V, S, Thrall
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Target: 1 humanoid creature
Duration: Special
Saving Throw: Will negates
Spell Resistance: Yes.

This spell functions as dominate person (http://www.d20srd.org/srd/spells/dominatePerson.htm) except as described below. A creature affected by Strip Will suffers 1 point of Wisdom damage each minute until it has suffered Wisdom damage equal to its Wisdom score (if the damage is prevented it is still suffered for this purpose) at which point the spell immediately, if this reduces the target's Wisdom to 0 they gain 1d3 points of Depravity. The target is fully aware of their actions committed under this spell and that they were compelled, the awareness of it slowly working with the magic to destroy their minds.

(Khadgar's) Transformative Rage
Enchantment (Compulsion) [Mind-Affecting]/Transmutation
Level: Bard 4, player in yellow 4, thrall of shub-niggurath 5, sorcerer/wizard 5
Components: V, S, Thrall
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Target: 1 living creature
Duration: 3 rounds + 1 round/level
Saving Throw: See below
Spell Resistance: Yes.

You instill fury into a creature, a madness of rage which drives them to a frenzy and beyond stripping their mind of its cunning and changing their body into its vessel.

When you cast this spell the target is allowed a Will save to negate its effect. If they fail they enter into a rage identical to a Barbarian's except that they must make a Will save each round or attack the nearest creature with disregard to whether it is friend or foe; if they have the ability to rage they gain an additional +2 Strength and Constitution during this effect. As they rage the anger transforms them.

On the third round this transformation comes to a head. A Fortitude save negates this effect and immediately ends the spell, but only a creature which has succeed all three roundly Will saves is allowed one. If they fail they grow 1 size category (as if from an Enlarge Person spell), and gain an additional +4 to Strength and +2 to natural armor but suffer 2d6 nonlethal damage each round. Their skin turns strangely scaly, nictating membrane forming over their eyes, and their jaw distending to give them a bite attack (usable as a primary or secondary natural weapon) dealing 1d4 damage if Large. They no longer need to make roundly Will saves,they attack the nearest creature other than you with disregard to whether it is friend or foe, and if there are no valid creatures to attack they move at full speed to find one.
I hate rage based stuff da*n it i am all about love on harem sense man I am like issei hyodou like my chicks sexy and obedient to my every will
but thanks mate

NeoPhoenix0
2016-02-02, 12:59 PM
Since I have the day off, I thought i would give you some good feedback.


Phoenixflame Knight – Wildwood Knight (http://www.giantitp.com/forums/showthread.php?401772-Wildwood-Knight-%28Fey-themed-martial-initiator-Base-Class-PEACH%29) Archetype (Neophoenix0)

A phoenixflame knight is a member of a younger order which seeks to imitate the flight of the greater phoenixes of Elysium and the Fay Courts. Said to fly between worlds, resist death absolutely, and burn with the fire of Summer itself. While most phoenixflame knights serve the seelie court, the art of the blade transfers swiftly between the two courts and their kind can be found in both courts.

A phoenixflame knight gains access to Desert Wind instead of choosing between Crushing Avalanche and Flashing Lightning.

A phoenixflame knight adds Perform to their class skill list, a phoenix’s otherworldly song is a thing of legend but they do not gain a Seasonal Skill as they cannot devote the time to the study of the traditional skills of their courts.

fluff is good and interesting


A phoenixflame knight does not gain Fast Movement instead they gain Bloody Step.

Bloody Step (Su): Beginning at 6th level whenever you score a critical hit in combat you may teleport up to 10 ft; this does not trigger any form of ability which allows you to make attacks on the end of teleportation. At your discretion you may appear in a burst of fire dealing 1d6 fire damage to all adjacent creatures and objects. Beginning at 12th level you may teleport 20 ft and deal 2d6 fire damage. Beginning at 18th level you may teleport up to 30 ft and deal 4d6 fire damage.

Generally I would consider this a weaker thing but I like the random factor and it encourages a build path if you want to make better use out of it. Also when it does proc it is pretty powerful tactical movement that can also be used as a weapon.


A phoenixflame knight does not gain Standing in Court as they do not study the traditional arts of the courtly knights instead they gain Phoenix Resurgence; this counts as Standing in Court for any prerequisites which do not specify a court’s ability.

Phoenix Resurgence (Su): Three times per day you may channel the fires of the phoenixes, letting them flow through you healing you hp equal to 1/4th of your maximum health.

not much to comment on but i do like classes that don't have to rely on others as much so self healing is nice.


A phoenixflame knight does not gain either of the standard choices for Red Dreams as they do not study the dreams of the Fay Lords and Ladies but instead those of the cryptic greater phoenixes. They gain Dreams of Flight a non-standard Red Dreams option, but cannot choose the standard options.

Dreams of Flight: When you use your Blood Dreams ability teleport 5 x Charisma score feet (if you appear inside an object you are shunted out and take 1d6 damage per square shunted) and gain flight with good maneuverability and 60 ft speed till the end of your next turn.

Now this is just cool. tactical teleport combined with tactical flight just sounds awesome.


A phoenixflame knight is not the champion of either court, dedicating themselves to a creature only loosely tied to the courts. However they have viewed the dreams of the phoenixes, lost themselves in the dance of these dreams, and found its fire within. Instead of gaining their choice of Champion of Summer or Champion of Winter you gain Champion of the Phoenix.

Champion of the Phoenix: You gain a (lesser) Phoenix Companion. This companion is, in theory, an extension of your soul and you are able to project it out from you into an adjacent space as a swift or move action on your part, and, when it is adjacent to you, it may re-enter you as a standard action on its part. When it is within you, you may add fire damage equal to your charisma modifier to any martial strike you initiate, and you gain Fire Resistance 30. When you project it forth it becomes a creature (see stats below). If slain your Phoenix Companion reforms itself within your soul in a process taking a week (give or take a few hours) and you suffer 1 negative level for one hour. If you die your Lesser Phoenix dies 1 hour later. It is completely and absolutely loyal to you, being an extension of your own being. You possess an empathic link with this companion as a sorcerer does with their familiar, but it is deeper allowing for full telepathic communication out to 1/2 a mile; when your Lesser Phoenix is adjacent to you, you gain the benefits of the Alertness feat.

Phoenix, Lesser
Medium Magical Beast (Fire)
Hit Dice: 16d10+80 (168 hp)
Initiative: +8
Speed: 20 ft (4 squares), or fly 90 ft (good)
Armor Class: 26 (+8 Dexterity, +5 natural, +3 deflection), touch 21, flat-footed 18
Base Attack/Grapple: +16/+19
Attack: Bite +24 melee (1d8+4 plus 2d6 fire and 2d6 divine energy)
Full Attack: Bite +24 melee (1d8+4 plus 2d6 fire and 2d6 divine energy) and 2 claws +21 melee (1d6+2 plus 2d6 fire and 2d6 divine energy)
Space/Reach: 5 ft/5 ft
Special Attacks: Breath weapon, fire flight, sacred fire
Special Qualities: Active healing, cold vulnerability, fast healing 5, fire immunity, flaming body, immunity to negative energy, death effects, and energy drain.
Saves: Fort +15, Ref +18, Will +9
Abilities: Str 18, Dex 27, Con 21, Int 14, Wis 19, Cha 16.
Skills: Listen +23, Perform (Song) +20, Sense Motive +23, Spot +31, Tumble +18.
Feats: Flyby Attack, Healing DevotionCC, Heighten BreathDra, Maximize BreathDra, Multiattack, Weapon Finesse.
Environment: Elysium or temperate plains and hills.
Organization: Solitary
Challenge Rating: 13
Treasure: Standard.
Alignment: Always Neutral Good (Elysium), or often Chaotic Good (Fay) (Phoenixflame Knight’s alignment)
Advancement: 17-24 HD (Medium).
Level Adjustment: –

A lesser phoenix is a race of highly intelligent bird with the ability to breathe fire and whose bodies are wreathed in sacred flames.

A lesser phoenix is a dweller in the plains of Elysium, a welcome sight across the fields of the Blessed Dead. Songbirds by nature their songs and their warmth are welcome companions of travelers across the plane, but one is advised not to commit evil in its sight, for it will not broke with evil deeds and will burn those who commit them.

Most lesser phoenixes on the Prime, however, are so called ‘fay’ phoenixes. Mechanically identical these phoenixes are normally associated with the seelie court and are much more likely to be of a non-good alignment. They are creatures of song and expression, violent to those who act against their own personal (and often unique) moral codes, and prone to overweening vanity such that the one certain way to anger them is to insult their song or plumage.

A lesser phoenix speaks Sylvan, and, if from Elysium, Celestial, as well as 2 additional languages (for high Int) usually Ignan and Common.

Combat:
A lesser phoenix prefers to begin combat with a powerful fire blast before flying in to engage with its flaming claws and beak.

Active Healing (Su): As a standard action a lesser phoenix can focus on its self-recuperation healing itself 4d8+16 hp.

Breath Weapon (Su): A lesser phoenix has a single breath weapon a 30 ft cone of fire dealing 14d6 damage, half this damage is fire and half is pure divine force not affected by fire resistance or immunity. A Reflex save (DC 23, Constitution based) halves this damage. Once a lesser phoenix uses this breath weapon it must wait 1d4 rounds to do so again. Typically they will use this ability as a full round action to maximize it and increase its DC to 28 dealing 84 damage, and increasing the time till they can use it again to 1d4+8 rounds.

Fire Flight (Su): As a full round action a lesser phoenix can fly up to twice its speed, or four times in a straight line, spilling fire in its wake. Any creature it passes over or adjacent to during this flight takes 5d6 damage, half this damage is fire and half is pure divine force. A Reflex save is allowed for half damage (DC 23, Constitution based).

Flaming Body (Su): A lesser phoenix’s body is writhed in flames providing light as a lantern. This fire will not burn, and in fact while it will warm a creature will not increase the temperature to damaging levels even with prolonged exposure. However if a creature strikes the phoenix with a (non-reach) melee attack the fires will turn hostile dealing 2d6+3 (Charisma modifier) damage to the attacking creature, half of this damage is fire damage and half is pure divine force not subject to (fire) resistance or immunity.

Sacred Flames (Su): A lesser phoenix’s talons and beak writhe with divine fire when it attacks. This fire deals 4d6 damage, one half (2d6) of which is fire damage and one half (2d6) is pure divine force not subject to (fire) resistance or immunity. This is included in the phoenix’s stats above.

Skills: A lesser phoenix gains a +8 racial bonus to Perform (Sing) and Spot checks.

Yeah, no way I can complain about getting a miniature phoenix as a pet.

Also, i am tempted to ask my DM if I can use that maid thing you made for khadgar

Draconium
2016-02-02, 01:06 PM
Draconium’s Breath of Fear – New Feat of Fear (www.giantitp.com/forums/showthread.php?449017-Feats-(and-Flaws)-of-Fear) (Draconium)

Oh...


Draconium’s Breath of Fear [General]
There is nothing more terrifying than a dragon’s breath. Your breath weapon stirs this terror in the hearts of foes.

Oh, yes...


Prerequisites: Dragonblood, Breath Weapon, Cha 13+.
Benefit: Whenever you use your breath weapon creatures which took at least 15 damage from it must make a Will save (same DC as your breath weapon) or be shaken for 1d4 rounds. Creatures which took at least 30 damage that fail their Will save are frightened for 1d3 rounds and then shaken for twice that number of rounds instead. Creatures which took at least 60 damage that fail their Will save are panicked for 1d6 rounds and then shaken for that many minutes. For every 20 damage dealt beyond 60 they are panicked for 1 additional round (and shaken for 1 additional minute) on a failed save. If you have multiple breath weapons even if they are used concurrently their damage is not added together for this feat’s effects.

Oh, yessssss...

http://i1030.photobucket.com/albums/y368/Drakonium/giphy_zpswcjmnu9m.gif

This is amazing. Just... amazing. Not even overly powerful, but still amazing. I never knew I needed this in my life until now. Thank you once again, Zaydos!

Zaydos
2016-02-02, 09:15 PM
Since I have the day off, I thought i would give you some good feedback.

Thanks.


fluff is good and interesting

At some point I need to detail out my image of the Fay Courts.


Generally I would consider this a weaker thing but I like the random factor and it encourages a build path if you want to make better use out of it. Also when it does proc it is pretty powerful tactical movement that can also be used as a weapon.

That's about my assessment (coupled with a 'you can get Fast Movement 10 with an item' ... except I might have made Wildwood Knight's not be an enhancement bonus because I hate having them be enhancement bonuses).


not much to comment on but i do like classes that don't have to rely on others as much so self healing is nice.

Now this is just cool. tactical teleport combined with tactical flight just sounds awesome.

Yeah, the earlier one was just a last minute 'hey I can change this too' where these two and


Yeah, no way I can complain about getting a miniature phoenix as a pet.

Were the purpose of it. Glad you seem to like it.


Also, i am tempted to ask my DM if I can use that maid thing you made for khadgar

Note to self add a bit of etchi to homebrew people like it better :smallwink:

Actually I like the maid better than the ruin delver. One was an uninspired chaotic clash of ideas made in literally less time than it took me to write up notes on how I changed it for a contest at the last minute largely as a way to keep my mind off of depressing real world events (grandfather had just died), the other is a cohesive whole that actually makes sense as a character archetype instead of being a mix of archetypes (Skill Instructor is the only neat thing about Ruin Delver but doesn't actually make sense on a Ruin Delver).


Oh...

Oh, yes...

Oh, yessssss...

-I'm Daeny! :smallconfused:-

This is amazing. Just... amazing. Not even overly powerful, but still amazing. I never knew I needed this in my life until now. Thank you once again, Zaydos!

:smallbiggrin: It's a monster feat more than a PC one, I mean with Discorporating Breath of Tiamat you'll force a save versus frightened if they succeed the Reflex save, but other than that it's iffy. But put it on a True Dragon and you can get some nasty stuff with Heighten Breath and Maximize Breath. CR 15 Adult Red will get DC 33 save vs Panic unless they have Evasion or Electricity resistance (because obviously you use Breath Weapon Substitution). This is on top of 120 electricity damage (Reflex halves) and really, really mean.

>>
I have been semi-banned from running dragons
<<

Draconium
2016-02-02, 09:46 PM
:smallbiggrin: It's a monster feat more than a PC one, I mean with Discorporating Breath of Tiamat you'll force a save versus frightened if they succeed the Reflex save, but other than that it's iffy. But put it on a True Dragon and you can get some nasty stuff with Heighten Breath and Maximize Breath. CR 15 Adult Red will get DC 33 save vs Panic unless they have Evasion or Electricity resistance (because obviously you use Breath Weapon Substitution). This is on top of 120 electricity damage (Reflex halves) and really, really mean.

Oh, yes, as a PC feat, it's not too good, as it's rather difficult to optimize breath weapon blasting. But as a monstrous feat, it can be totally devastating. And since fear effects are cumulative, it can stack with Frightful Presence, though the presence would be easier to resist. However, if one were to fail both Will saves, and you blocked off their means of escape... :smallamused:


>>
I have been semi-banned from running dragons
<<

I know the feeling - this may or may not be the exact situation I'm in as well. Which I'm sure has nothing to do with the time I slaughtered the party with a "CR-appropriate" White Dragon that wasn't even fully optimized. It didn't even get a chance to use its spellcasting...

NeoPhoenix0
2016-02-03, 01:10 AM
>>
I have been semi-banned from running dragons
<<

If I do the same thing I did before, I might get banned from using goblins, and kobolds, and basically any potentially tactical unit of small fry. an 8 hour war against one group of goblins is fun one time but after that i suspect it gets stale. BTW these were stupid basically designed goblins the only difference is i swapped their feat out for improved initiative hoping they would get to go at all and well... there were ambushes, traps, cover to cover fighting all on both sides and eveything ended up a mess.

Red Fel
2016-02-03, 02:44 PM
Alright, alright. I give permission, although I confess I'm not sure where I'd begin to ask you to expand on something. Your work to date is both numerous and sophisticated, and I honestly don't know what I'd want to see you add to it.

Then again, if I had to hazard a guess, it would be that you had already had something in mind, so... Surprise me.

Zaydos
2016-02-03, 02:51 PM
For you, Virus, Snowbluff, and Xuldarinaar it is true I have something in mind. Of the four you're probably easiest (as long as I avoid Courtier and Jedi... as apparently I'd make the same stuff inspired by you and Emperor Palpatine).

Fell Wolf Powers (http://www.giantitp.com/forums/showthread.php?309502-Listen-to-their-music-the-children-of-the-night-%28Werewolf-as-a-base-class%29) (Red Fel)

The following are new wolf powers for werewolves who have been touched by the honeyed corruption of Hell.

Omega

Fell Touched (Ex): Your fur is red. Bluff and Diplomacy are added to Werewolf class skill list (refund). You become immune to magical effects which force you to tell the truth or punish you for lying, and may make a Feint attempt in combat as a move action, or as a swift action if you have the Improved Feint feat.



Beta

Cutting Feint (Ex): Requires Bestial Trip, Fel Touched, or Pack Fighter. When you feint another creature in combat you gain a +2 to hit with your next attack even if your Feint attempt was a failure, and deal +2d6 precision damage if the attempt was a success. In addition you may Feint more quickly, as a move action, swift action if you have Improved Feint or Fel Touched, and 2/round as a free action if you have both.
Dark Charm (Su): Requires Fel Touched or Dhampyr-Blood. You gain the ability to charm creatures with your voice. This functions as Charm Monster but with a 10 minute/class level duration and is usable once per day + once per day per 6 class levels.
Fell Words (Su): Requires Fell Touched. 3/day you may state an utterance that those listening must make a Will save (DC 10 + ½ Werewolf level + Cha modifier) or they accept as truth despite the utter ridiculous that you are their parent while they are older than you, or that the sky is orange when they can see it is blue. If another creature tells them it is untrue and presents them with evidence they are allowed another save, otherwise this effect lasts 1 day/2 werewolf levels.

Alpha:
Hell’s Step: A werewolf may qualify with Fel Touched++ or Fel Touched and Shadow Child in addition to the regular methods.
Shadow Cut (Su): Requires Cutting Feint and Moonshadow Trickster or Moonshadow Adept or Shadow Child. You may attack a creature’s shadow instead of itself. To do so you the creature must cast a shadow, usually meaning it must be in bright or shadowy illumination. When you attack a creature’s shadow it is denied its Dexterity bonus, but the blow must still strike hard enough and at a chink to push through its armor (it is not a touch attack). If the target is between you and a source of light its shadow is consider to extend out from it towards you a number of squares equal to the creature’s space.
Fell Threads (Su): Requires Dark Charm or Fell Words. 1/day plus 1/day per 3 levels beyond 14th you have obtained you may extend the threads of your will into the soul of another to use it as your puppet. This functions like Dominate Monster except its duration is 1 round per Werewolf level and it is a supernatural ability with a Will save DC 10 + ½ Werewolf level + Cha modifier.



Mythic:

Fell Prophet (Su): Requires Fell Threads, you must be Evil aligned to select this Wolf Power. Your words carry a dark power. You gain Dark Speech as a bonus feat. Any creature which hears you speak, regardless of what words you say, must make a Will save (DC 10 + ½ Werewolf level + Cha modifier) or have their attitude towards you improved; a hostile creature becomes indifferent towards you and unwilling to harm directly harm you unless actively coerced to do so or you are currently and actively threatening those they care about, an unfriendly or indifferent creature becomes friendly seeing you as a cherished friend and wishing you well (similar to Charm Person), and an already Friendly creature becomes Helpful, and willing to take (non-suicidal) risks for you. This is a mind-affecting charm effect. This effect lasts until the affected creature goes one hour without hearing your voice at which point they will return to their initial attitude towards you over the course of 10 minutes. If a creature successfully saves against this effect they are immune for 24 hours. In addition once per round you may utter a command to one creature within 60 ft as a standard action. It must make a Will save (same DC) or be affected as if by the command spell. This is a mind-affecting compulsion effect. 3 times per day you can utter this command to all creatures which can hear you and you do not specifically exempt, it functions the same way (as a command spell) except it affects any number of targets and has a theoretically infinite range.

Jormengand
2016-02-03, 03:07 PM
I volunteer as tribute!

Red Fel
2016-02-03, 03:14 PM
For you, Virus, Snowbluff, and Xuldarinaar it is true I have something in mind. Of the four you're probably easiest (as long as I avoid Courtier and Jedi... as apparently I'd make the same stuff inspired by you and Emperor Palpatine).

Fell Wolf Powers (http://www.giantitp.com/forums/showthread.php?309502-Listen-to-their-music-the-children-of-the-night-%28Werewolf-as-a-base-class%29) (Red Fel)

I asked to be surprised, and I was. Well, I was and I wasn't. I was surprised to find that my tribute involved werewolves. I was not surprised at how awesome it was.

Excellently done. Do like. Civilized and savage at the same time. A favorite juxtaposition of mine.

Zaydos
2016-02-04, 04:56 PM
I volunteer as tribute!
Curses and truenaming, why did it take me more than 3 minutes to come up with what to expand?
Susurrus of the Serpent - Doomsayer "Archetype" (http://www.giantitp.com/forums/showthread.php?368342-Doomsayer-%283-5-Base-Class%29) (Jormengand)

You hear the susurrus of the great serpent, the embodiment of the final destruction, larger than the mind can contain. This is not, necessarily, a true being, but merely an incarnation of the end of all things. Its whispers are the words which will end the world, by its sheer dissolution back into the void from which it was spoken. It is not necessarily a means of the end of the world, at least not one which most would observe. The world may be destroyed, the gods may fall, winter may consume all life. The susurrus of the great serpent is what follows after, the great final unmaking of all things, the obviation of existence with a final word. Doomsayers of this path tend to choose their words with great care, for they know more than any other the power of words.

This replaces your standard Path of the Apocalypse. You instead gain the "Apocalyptic Path" of the Serpent. This path has no invocations, drawing its malisons from other paths and its powers from the powers of truespeak itself. As such your Malisons, Dreams of the End, and 1st through 5th Sign abilities are modified (as all Path of the Apocalypse does is determine those

Malisons: You gain malisons from the Time and Necrosis Paths. Specifically as your least malison you gain Rend the Ethers (Time), as your lesser you gain Inevitable Demise (Necrosis), as your greater Tear their Time (Time), and as your dark Word of Ending (Necrosis).

Dreams of the End: The serpent speaks the truename of each thing which has ever existed as it snuffs the light of their soul out of reality. Your insight bonus does not apply to Knowledge checks of a specific type, instead you gain the bonus to all Knowledge checks made to research a creature's personal truename.

1st Sign (Ex): You gain a +3 bonus to Bluff, Intimidate, and Truespeak checks.

2nd Sign: You gain knowledge of your own personal truename, and a recitation feat of your choice for which you fulfill the prerequisites. In addition you may select one first or second level utterance of the lexicon of the evolving mind and speak it as if you were a truenamer of your doomsayer level.

3rd Sign: You gain Dark Speech and Words of Creation as bonus feats (you do not need to meet their prerequisites), this has no effect on your alignment. In addition select one fourth level or lower utterance of the lexicon of the evolving mind, you may speak it as if you were a truenamer of your doomsayer level.

4th Sign: Each day you may select one utterance of level four or lower from the lexicon of the evolving mind, one of level three or lower from the lexicon of the crafted tool, and one level one utterance from the lexicon of the perfected map. You may speak these utterances as a truenamer of your doomsayer level until the next time you sleep for at least 4 hours. You do not have to choose which utterance from each lexicon until you have need to use the utterance from that lexicon.

5th Sign: 3 times per week you may speak a word which works havoc upon nature itself, this is the equivalent of a 10th level spell-like ability, with your doomsayer caster level. This word causes one of three effects: a hurricane which extends across a 1 mile radius for 1 hour; an earthquake (as the earthquake) spell which extends across a 10 mile radius for 3 rounds; or destroy a 100 ft cube of the ground, a structure, or any unattended object within line of sight and line of effect (a structure that is less than a 100 ft cube is simply destroyed) as if disintegrated. Once per year you can increase the magnitude of this effect. The hurricane extends across a 20 mile radius and lasts for 1 day; the earthquake extends across a 100 mile radius (though it still lasts only 3 rounds); or destroys a 500 ft cube of the ground, a structure, or any unattended object.

Zaydos
2016-02-05, 03:51 AM
Apocalyptic Path of the Dragon - Doomsayer (http://www.giantitp.com/forums/showthread.php?368342-Doomsayer-%283-5-Base-Class%29) (Draconium)

Blood drips from the sword as the last of Tiamat's brood lays slain, the last dragon dead. The triumph marches through the streets of the world's cities, fanfares announcing the arriving heroes. Yet something goes wrong. Spells fizzle and magic fades. With the death of the last dragon man had killed magic itself. Mages war over fading mana, clerics attempting to hold onto the last conduits of their gods. People starve in the streets as fantasy wilts from the world. Then you awaken.

Fire burns the skies. A roar shattering the air with its fury. Wing beats stir the wind into a storm. The moon is dyed red, as blood rains and man and dragon wars. A knight falls to a dragon's claw. A spell slays a wyrm. Yet still the battle rages. The fiery breath of a dragon melts the castle of Kleinsburg, and the king's crown rests upon a hoard. Ages past in a blur, as mankind dwindles and dies, till only the dragons remain. Then you awaken.

The apocalyptic path of the dragon is a path of magic and power. This apocalypse hinges upon dragons. Whether it is a great war in which they break the world with their power, conquer man and rest as kings till they have eaten away their own food source and nothing remains, or a destruction brought about by their eradication. Powers of this path give you draconic abilities, or the power to slay dragons. Doomsayers following this path can take on some of the proud arrogance of the dragons whose powers they emulate and who they hold the power to slay.

Mechanics: Dragon is a new Apocalyptic Path for Doomsayers (http://www.giantitp.com/forums/showthread.php?368342-Doomsayer-%283-5-Base-Class%29). They may select this path in place of one of the original apocalyptic paths, may take path focus for it, and so forth. Below the Dreams of the End, Malisons, Signs, and new Invocations associated with the path are elucidated.

Dreams of the End: The Path of the Dragon grants its bonus to Knowledge (Arcana).

Malisons: You gain the Wyrmbane, Shouted Breath, Greater Wyrmbane, and Greater Shouted Breath Malisons as you level.

1st Sign: You gain the Dragonblood subtype and the ability to use Detect DragonbloodDrM as a spell-like ability at will.

2nd Sign: You gain immunity to paralysis and sleep and may apply your Dreams of the End bonus to Listen and Spot checks.

3rd Sign: Your body becomes more draconic. You grow scales which grant increase your natural armor by +2 and wings which grant you flight with average maneuverability and speed equal to twice your land speed.

4th Sign: You gain a modicum of the magical power of dragons. You may select one sorcerer spell of each level 4th and below. You may cast each such spell once per day, using your Doomsayer caster level. These spells cannot be silenced, and have a verbal component added if they do not already have one, but are automatically stilled. You may reselect these spells once per day after 8 hours of rest by spending 10 minutes in meditation.

5th Sign: When you gain this ability select one color from Black, Blue, Brass, Bronze, Copper, Gold, Green, Red, Silver, or White. Once per week you may assume a draconic form as a swift action, as if with the alternate form ability. Your size becomes Huge, your Strength becomes 30, Dexterity 10, and Constitution 24. You gain natural armor +12 (includes the 3rd sign). While in this form you gain DR 10/magic, SR 26, frightful presence with a 30 ft range (DC 10 + 1/2 doomsayer level + Cha modifier), Keen Senses as a true dragon, 120 ft darkvision, and blindsense 60 ft. Your land speed becomes 60 ft and you gain a 300 ft (poor) fly speed. You gain a primary bite attack dealing 2d8 + Str damage, 2 secondary claw attacks dealing 2d6 + 1/2 Str, 2 secondary wing attacks dealing 1d8 + 1/2 Str, and a tail slap dealing 2d6 + 1-1/2 Str. Finally you gain a breath weapon dealing 20d8 damage per caster level with a type and area based upon the color you chose, an 100-ft line of acid if black or copper, a line of electricity if blue or bronze, or a line of fire if brass, and a 50 ft cone of acid if green, cone of fire if red or gold, or cone of cold if white or silver. After using your breath weapon you must wait 1d4 rounds before using it again, finally you gain immunity to the damage dealt by your breath weapon. This form lasts 2 minutes. Once per year you can assume this form for a longer duration of 24 hours.


Apocalyptic Path of the Dragon Invocations:

Least:
Command of Draconic Hardness
Effective Level: 2nd.
School: Transmutation.
Path: Dragon.
Casting Time: Standard action.
Range: Personal.
Target: You.
Duration: 24 hours (D)
Saving Throw: None.
Spell Resistance: No.
Truename: Yes.
With a word you invoke the mystical power that flows through aging wyrms which grants them resistance to normal steel.
While under the effects of this invocation you gain DR 2/magic + 1/2 Caster Levels.
Truename Effect: If you include your personal truename in this invocation you gain a +2 enhancement bonus to your Natural Armor.

Egg of the Beginning
Effective Level: 2nd.
School: Necromancy.
Path: Dragon.
Casting Time: Standard action.
Range: Touch.
Target: Willing living or undead creature touched.
Duration: 10 minutes/caster level (D).
Saving Throw: None.
Spell Resistance: No.
Truename: Yes.
With a word and a touch you coat the target in the primal egg, letting life wash over them and restore them to health.
When you use this invocation a draconic egg forms around a willing creature touched (any force of will exerted against this effect causes the egg to shatter and crack). This egg blocks line of effect, and has hardness and hp equal to your caster level. While within the egg the creature within is blind, and almost deafened suffering a -20 to Listen checks, and it blocks blindsense, blindsight, and similar senses. However the creature within heals at an accelerated rate they heal 1 hp per 2 caster levels you possess each minute they are within the egg. A creature can only benefit from one Egg of the Beginning from a given doomsayer each day.

While within an Egg of the Beginning a creature cannot take any action that requires movement unless they burst the egg first (standard action). When a creature exits an Egg of the Beginning (regardless of means) they are dazed for 1 round, if it was destroyed they are dazed for an additional 1d4 rounds unless they succeed a Will save (DC 20).

Truename Effect: The creature is allowed a saving throw against any one disease they are infected with each minute. They do not suffer damage from this disease but if they succeed on the requisite consecutive saves (normally 2) they are cured. In addition they heal 1 point of ability damage to each ability score per 5 minutes.

Mein of Apocalyptic Wyrm
Effective Level: 2nd.
School: Illusion (Glamer).
Path: Dragon.
Casting Time: Standard action.
Range: Personal.
Target: You.
Duration: 24 hours (D)
Saving Throw: None.
Spell Resistance: No.
Truename: No.
With the words of the dragons you take on the visage of a dragon, invoking fear in those who see you.
While under the effects of this invocation the image of a draconic face is super imposed across yours, a draconic form flickering in and out of existence around your body. You gain a +4 bonus on Intimidate checks and may make demoralize attempts on creatures within 30 ft even if you do not threaten them in melee. When you successfully demoralize a creature they are shaken for an additional round per 3 caster levels you possess; this lingering fear does not stack with other demoralize attempts.

Nose for Gold
Effective Level: 3rd.
School: Divination.
Path: Dragon.
Casting Time: Standard action.
Range: Personal.
Target: You.
Duration: 24 hours (D)
Saving Throw: None.
Spell Resistance: No.
Truename: No.
You develop the ability to smell treasure, to sense its presence like a gentle caress

This functions as the spell Treasure Scent (Spell Compendium, Page 223) except as listed here. You may detect valuable metals that are not copper, silver, gold, or platinum and know they are not any of those four metals. In addition you may detect valuables that were part of a dragon's hoard within the last week at double the normal range (60 ft) and through twice the normal thickness of material.

Wyrmbane
Effective Level: 1st
School: Necromancy.
Path: Dragon (Malison).
Casting Time: Standard action.
Range: Close.
Target: 1 creature.
Duration: Instantaneous.
Saving Throw: Will negates.
Spell Resistance: Yes.
Truename: Yes.
With a word of destruction you let the raw energies of reality rage against the animating forces of your foe.
The target takes 1d6+caster level damage. These forces are particularly damaging to dragons and dragonblooded creatures dealing 1d10+CL instead of 1d6+CL to them and causing them to be unable to cast spells, use spell-like abilities, or use any breath weapon they may possess for 1 round.
Truename Effect: If the target is a dragon or dragonblooded it takes double damage, with a will save merely halving the damage and negating the secondary effects, and cannot use its breath weapon for 1 additional round per 5 caster levels if they fail their will save.


Lesser
Command of Youth
Effective Level: 4th
School: Transmutation.
Path: Dragon, Time.
Casting Time: Standard action.
Range: Close.
Target: 1 living creature.
Duration: 1 hour/caster level (D).
Saving Throw: Fort negates.
Spell Resistance: Yes.
Truename: No.
With a word you impose a backwards life on another, causing age to slough from them.
If the target is a true dragon or other creature that progresses through age categories they become physically 1 age category younger (this functions as alternate form into one age category younger except they do not get average stats if they do not have average stats already); their natural armor, size, physical ability scores, etc are reduced, but they retain hit dice and supernatural or mental abilities gained. Their breath weapon, however, is reduced back to what it was 1 age category ago and they gain 2 negative levels (these negative levels never become full level loss and end when the effect ends).

If the target does not progress through age categories they simply regress an aging level physically. If they are venerable they become old, if they're old they become middle-age, and middle-aged becomes adult in all three cases losing the aging penalties. If they're adults they become adolescents taking -1 to Str and Con, if they're adolescents they become children taking a -2 to Str, Dex, and Con, if they're children they become infants becoming helpless.

You may only have a number of commands of youth active at a time equal to your Charisma modifier.

Coveted Gold
Effective Level: 4th
School: Enchantment (Compulsion) [Mind-Affecting]
Path: Dragon.
Casting Time: Standard action.
Range: Close.
Target: 1 living creature per 4 caster levels
Duration: 1 round/caster level.
Saving Throw: Will negates.
Spell Resistance: Yes.
Truename: No.
With a word you instill a desire and need for an object within the minds of your foes working to force them to fight each other for possession of it.
This functions as the spell Miser's Envy (Spell Compendium, Page 142) except that you may target an additional creature per 4 caster levels beyond 4th. You do not select a different object per creature, all those failing their Will save coveting the same object almost certainly beginning a fight between the creatures.

Dance of the Dragon Slayer
Effective Level: 3rd.
School: Divination.
Path: Apocalyptic Whispers, Dragon.
Casting Time: Standard action.
Range: Personal.
Target: You.
Duration: 24 hours (D)
Saving Throw: None.
Spell Resistance: No.
Truename: No.
The deaths and lives of a dozen dragon slayers dance through your mind, whispers of movement and avoidance, the dance of the dragon slayer. You body moves to dodge the most horrifying blasts and bursts without even a thought, a reflexive movement to evade the worst of these blows.

You gain Evasion. Against breath weapons this improves to Improved Evasion and whenever you succeed on a saving throw against a breath weapon you gain a +1 to your caster level for the purposes of malisons against the source of that breath weapon for 1 round (if they affect an area it only applies to their duration, damage, and Spell Resistance checks against that creature).

Jaws of the Gluttonous Wurm
Effective Level: 4th
School: Enchantment (Compulsion)/Transmutation [Mind-Affecting]
Path: Dragon.
Casting Time: Standard action.
Range: Close.
Target: 1 living creature.
Duration: 1 round/caster level.
Saving Throw: Fort negates, Will partial (see below).
Spell Resistance: Yes.
Truename: Yes.
With a word of hunger and fury you fill a creature with unspeakable need, even as you cause their jaws to twist and grow.
The target's jaws grow out giving them a bite attack (1d6 damage if medium) or improving their preexisting bite attack as if they had grown 1 size category. A successful Fortitude save negates this effect and ends the invocation immediately. If they fail the save (or do not make it because they want the bite attack) they must make a Will save at the start of each round or spend the round in an attempt to bite (and in theory eat) the nearest organic creature; if two legitimate targets are equally close they may choose freely. A successful Will save resists this compulsion for 1 round.
Truename Effect: By speaking the truename of a creature other than the target while using this invocation you compel the target to attempt to eat that creature in favor of nearer creatures as long as they have line of sight to it and it is organic.

Marked Gold
Effective Level: 4th
School: Divination [Scrying].
Path: Dragon.
Casting Time: Standard action.
Range: Touch
Target: Touched object.
Duration: 1 hour/caster level (D).
Saving Throw: Will negates (object).
Spell Resistance: Yes (object).
Truename: Yes.
You mark the object as yours, your dragon's greed allowing you to follow it to the very ends of the world.
When you use this invocation you mark the touched object as yours. It must be made of a precious metal, a rare metal such as mithral or adamantine, be a gem, a piece of artwork or fine craftsmanship, a magic item or otherwise valuable item. It cannot be a mere tool or weapon even a masterwork one. As long as the item remains marked, and on the same plane as you, you can sense the direction (but not distance) to that object and, by concentrating on it, may scry upon the object and its surroundings out to 10 ft. You may only have a number of marked objects at one time equal to 1 per 3 caster levels.
Truename Effect: If you speak the name of an object which has enough import to have a personal truename you may increase the range to special targeting that object as if with a scry spell; the special modifiers to saving throws of a scry spell apply as well.

Shouted Breath
Effective Level: 3rd
School: Evocation.
Path: Dragon (Malison).
Casting Time: Standard action.
Range: See below
Area: 20 ft cone or 40 ft line.
Duration: Instantaneous.
Saving Throw: Reflex halves.
Spell Resistance: Yes.
Truename: Yes.
You shout a word of elemental force, draconic breath billowing from your mouth behind it.
When you use this invocation select a 20 ft cone of acid, a 20 ft cone of cold, a 20 ft cone of fire, a 40 ft line of acid, a 40 ft line of electricity, or a 40 ft line of fire. You release energy in that shape and of that type, dealing 1d6 damage per 2 caster levels. A reflex save halves this damage.
Truename Effect: You ignore the named creature's energy resistances or immunities.

Wyvern's Poison
Effective Level: 4th
School: Necromancy.
Path: Dragon.
Casting Time: Standard action.
Range: Touch
Target: Touched creature.
Duration: Instantaneous (see below).
Saving Throw: Fort negates (see below).
Spell Resistance: Yes.
Truename: Yes.
Calling upon the venomous powers of wyverns, infecting the subject with a horrible poison with a touch.
By making a successful melee touch attack you poison the target. The poison deals 2d6 points of Constitution damage immediately and another 2d6 points of Constitution damage 1 minute later. Each instance of damage can be negated by a Fortitude save (DC 10 + ½ your caster level + your Cha modifier).

Greater:
Call Deathly Dragon
Effective Level: 6th
School: Conjuration (Summoning)/Necromancy.
Path: Dragon, Necrosis.
Casting Time: 10 minutes.
Range: Close.
Effect: 1 skeletal dragon.
Duration: 10 minutes/caster level (D).
Saving Throw: No.
Spell Resistance: No.
Truename: Yes.
With a word you call the bones of a dragon ripped from time either future or past to appear before you animating to obey your will.
When you use this invocation you summon a true dragon with HD equal to or less than your Caster Level and the skeleton dragon template. It serves you loyalty for the duration. You may only have one such deathly dragon at a time and to summon another you must first rid yourself of the first. It crumbles to dust if it ever strays more than 40 ft from you per caster level.
Truename Effect: By speaking the truename of a dragon you can summon it with its breath weapon intact. However if it is destroyed you cannot call that dragon again for 1 month. It is possible to use the name of a still living dragon (in which case it can be summoned as if up to 1 age category older than it is though still a skeleton) or a deceased dragon (in which case it is whatever age it was when it died). Yes you are summoning the skeleton of a dragon from a potential future to fight for you.

Curse of the False Wyrm
Effective Level: 6th
School: Transmutation.
Path: Dragon (Malison).
Casting Time: Standard action.
Range: Close.
Target: 1 living creature.
Duration: 1 round/caster level (D).
Saving Throw: Fort negates.
Spell Resistance: Yes.
Truename: Yes.
With a word of curse you force the creature into the form of a false dragon, the lowly shape of a pseudodragon.
The target is transformed into a pseudodragon (http://www.d20srd.org/srd/monsters/pseudodragon.htm) unless they succeed on a Fortitude save. This functions like alternate form (or as polymorph without healing and with granting Ex special qualities) granting the target the physical ability scores of an average pseudodragon.
Truename Effect: If you work the target's truename into the invocation the duration increases to 1/caster level.

Eyes of the Elder Wyrms
Effective Level: 6th.
School: Divination/Transmutation.
Path: Dragon.
Casting Time: Standard action.
Range: Personal.
Target: You.
Duration: 24 hours (D)
Saving Throw: None.
Spell Resistance: No.
Truename: No.
With a word you grant yourself the grand senses of a dragon, eyes that pierce the darkness, and ears that hear the least breath.
While this invocation is in effect you gain many sensory advantages. You gain a +6 bonus to Listen, Search, and Spot checks, darkvision 60 ft (or your darkvision increases by 60 ft), you can see twice as far as previously in low-light conditions, and the penalty you take on listen and spot checks due to distance is halved. You gain Blindsense out to 30 ft, and finally you gain the ability to Detect Magic (as spell) by concentration.

Magic Fades
Effective Level: 6th
School: Abjuration.
Path: Dragon.
Casting Time: Standard action.
Range: Medium.
Target or Area: One spellcaster, creature, or object; or 20-ft.-radius burst
Duration: Instantaneous and 2 rounds.
Saving Throw: No.
Spell Resistance: No.
Truename: No.
With a word of sorrow you speak of the death of magic and the fading of fantasy, a word to end what magic has wrought.
This functions as Greater Dispel Magic but it cannot be used to counterspell. However it echoes for 2 rounds. On the first and second round after you use this invocation it repeats on the target or area with a -5 penalty to the dispel check.

Wyrmbane, Greater
Effective Level: 6th
School: Necromancy.
Path: Dragon (Malison).
Casting Time: Standard action.
Range: Close.
Target: 1 creature.
Duration: Instantaneous.
Saving Throw: Will partial.
Spell Resistance: Yes.
Truename: Yes.
With a word of destruction you let the raw energies of reality rage against the animating forces of your foe.
The target takes 1d6/caster level damage. These forces are particularly damaging to dragons and dragonblooded creatures dealing 2d4/caster level instead of 1d6/caster level to them and causing them to be unable to cast spells, use spell-like abilities, or use any breath weapon they may possess for 1 round per 5 caster levels. A successful Will save halves this damage and negates the secondary effect.
Truename Effect: If the target is a dragon or dragonblooded it takes +2 damage per caster level.


Dark
Fundamentalis Burn
Effective Level: 9th
School: Evocation.
Path: Dragon (Malison).
Casting Time: Standard action.
Range: Close.
Target: 1 creature or object.
Duration: 5 rounds.
Saving Throw: Fort partial.
Spell Resistance: Yes.
Truename: Yes.
You channel the raw power of the draconis fundamentalis into a creature, letting pure energy form within them and burn its way out.
When you use this invocation choose one of acid, cold, electricity, or fire. The target takes 1d8 damage of that energy type per caster level and suffer a -4 penalty to attack rolls, AC, saving throws, skill and ability checks due to the pain; a creature with Con - is immune to this pain. A Fortitude save halves this damage and negates the penalty due to pain. At the start of their next turn they take 1d8 damage per 2 caster levels and suffer a -2 penalty to the above statistics; again a Fortitude save halves this damage and negates this penalty. At the start of their next turn they take 1d8 damage per 4 caster levels and suffer a -2 to the same statistics; again a Fortitude save halves this damage and negates the penalty. At the start of their next turn they take 1d8 damage per 8 caster levels and suffer a -1 to the same statistics; again a Fortitude save halves this damage and negates the penalty. At the start of their next turn they take 1d8 damage and suffer a -1 to the same statistics; again a Fortitude save halves this damage and negates the penalty. A creature which takes no damage in a round never suffers the penalty to rolls and AC. If you use this invocation on a creature already being damaged by it the previous instance ends immediately.
Truename Effect: Ignore the target's energy resistances and immunities. They suffer an additional -1 penalty on all rounds but the last.

Heads of the Chromatic Mother
Effective Level: 8th.
School: Transmutation.
Path: Dragon.
Casting Time: Standard action.
Range: Personal.
Target: You.
Duration: 24 hours (D)
Saving Throw: None.
Spell Resistance: No.
Truename: No.
With a word you invoke four of the heads of Tiamat, great and fierce, green, blue, white, and black growing from your back to snap forth at your foes.
While this invocation is active you gain four draconic heads which sprout from your back. These heads may each attack once per round as a free action as if a primary natural weapon dealing 2d8 + Strength damage with a reach of 15 ft. You may make attacks of opportunity with these heads. They use your BAB, but are considered huge creatures getting a -2 size penalty to attack rolls instead of using your size modifier, and have a Strength of 28 (+8) or your Charisma modifier whichever is higher. These heads are considered magical weapons for the purposes of overcoming DR and gain a +1 enhancement bonus to attack and damage.

Prism of the Chromatic Mother
Effective Level: 8th
School: Illusion (Shadow).
Path: Dragon.
Casting Time: Standard action.
Range: Close.
Effect: 4 quasi-real duplicates of yourself.
Duration: 10 minutes/caster level (D).
Saving Throw: No.
Spell Resistance: No.
Truename: Yes.
With a word you cast from yourself the essence of four dragons, four shadows of yourself each almost you.
You create 4 incorporeal quasi-real duplicates of yourself. You may see and hear through them as if they were you, gaining a +2 bonus to listen and spot checks per duplicate whose senses overlap the region. Each of these duplicates has 1 hp per 2 caster levels, and 1 is immune to acid, 1 is immune to cold, 1 is immune to electricity, and 1 is immune to fire (which is which is known to you). You can direct these duplicates to take move actions as a free action, and you may use invocations through any of these duplicates as if they were you, even potentially delivering touch spells. You may only have one set of such duplicates active at a time, and if one is destroyed you must dismiss them all to create a new set.
Truename Effect: If you speak Tiamat's personal truename (the equivalent of an artifact) instead of creating 4 quasi-real duplicates of yourself you create 4 dragons. 4 of: an adult red dragon, a mature adult green dragon, an adult blue dragon, an old white dragon, and a mature adult black dragon. These dragons are the same each time you summon them (although you may change which 4) and damage and spells expended carry over between summons with them healing fully if not summoned for 8 hours. If one of these dragons is slain you cannot summon it for 1 week after which time it is revived.

Shouted Breath, Greater
Effective Level: 8th
School: Evocation.
Path: Dragon (Malison).
Casting Time: Standard action.
Range: See below
Area: 70 ft cone or 140 ft line.
Duration: Instantaneous.
Saving Throw: Reflex halves.
Spell Resistance: Yes.
Truename: Yes.
You shout a word of elemental force, draconic breath billowing from your mouth behind it.
When you use this invocation select a 70 ft cone of acid, a 70 ft cone of cold, a 70 ft cone of fire, a 140 ft line of acid, a 140 ft line of electricity, or a 140 ft line of fire. You release energy in that shape and of that type, dealing 1d8 damage per caster level. A reflex save halves this damage.
Truename Effect: You ignore the named creature's energy resistances or immunities.

The Sky Burns
Effective Level: 9th
School: Evocation [Fire].
Path: Dragon (Malison).
Casting Time: Standard action.
Range: See below
Area: 100 ft radius 10 mile tall cylinder centered on yourself.
Duration: Instantaneous.
Saving Throw: Reflex halves.
Spell Resistance: Yes.
Truename: Yes.
You call the flames of the Dragon War, the fires which ignite the air itself. You melt the air, burning all those who dare take flight.
When you use this invocation fire burns through the air in a cylinder extending in a 100 ft radius centered on you rising 5 miles up and descending 5 miles down or to the limits of line of effect. Any creature which is flying, gliding, falling, or jumping in this area takes 1d12+1 fire damage/caster level. A Reflex save is allowed to halve this damage.
Truename Effect: You ignore the named creature's fire resistance or immunity.

Word of Draconic Wingbeats
Effective Level: 8th.
School: Transmutation.
Path: Dragon.
Casting Time: Standard action.
Range: Personal.
Target: You.
Duration: 24 hours (D)
Saving Throw: None.
Spell Resistance: No.
Truename: No.
With a word you grow great draconic wings, a covering of scales forming across your body.
When you use this invocation you grow draconic scales granting you a +6 enhancement bonus to natural armor and a pair of draconic wings (or your existing wings enlarge) granting a fly speed of 300 ft with clumsy maneuverability. You may spend a move action to begin hovering, remaining in place until you move. If you hover within 20 feet of the ground in an area with lots of loose debris, the draft from your wings creates a hemispherical cloud with a radius of 60 feet. The winds so generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature). Those caught in the cloud must succeed on a Concentration check (DC 10 + ½ your CL) to cast a spell.

While this invocation is in effect you may create a gust of wind similar to the gust of wind spell at-will as a standard action. In addition your powerful wings cause you to be treated as a gargantuan creature for the purposes of resisting wind effects, grapple, bull rush, and trip attempts.

Path of Dragon and What has Come Before

Alright the path is a little scant in invocations, but I need to sleep and it's not as broad an apocalypse as most of the originals. However to round it out a bit, and allow for full benefit from feats, the following invocations are considered to be Dragon path as well as their original path(s).

Least:

Beguiling Influence
Crack the Ground
Magic Insight


Lesser:

Body of Frost and Flame
Breath of Ice


Greater:

Exhalation of Expanding Darkness
Fall in Droves
Soul of Ice or Fire


Dark:

Break the World
Devouring Vortex

Draconium
2016-02-05, 12:27 PM
Apocalyptic Path of the Dragon - Doomsayer (http://www.giantitp.com/forums/showthread.php?368342-Doomsayer-%283-5-Base-Class%29) (Draconium)

Interesting... Very interesting... Becoming the prophet of the apocalypse brought about by dragonkind, whether directly or indirectly, seems like it could be quite fun.

Now, the abilities are flavorful, and the mechanics are interesting. So, thank you yet again, Zaydos! You have made quite a few things for me by now... Not that I'm complaining. :smalltongue:

Zaydos
2016-02-05, 01:25 PM
And the queue is once again empty of everyone but the perpetual Draconium.


Interesting... Very interesting... Becoming the prophet of the apocalypse brought about by dragonkind, whether directly or indirectly, seems like it could be quite fun.

Now, the abilities are flavorful, and the mechanics are interesting. So, thank you yet again, Zaydos! You have made quite a few things for me by now... Not that I'm complaining. :smalltongue:

Added 3 more invocations (least out of combat healing, lesser de-aging shenanigans which is actually intended as a buff spell despite presenting itself as a debuff for dragons, and greater I turn you into a pseudodragon).

Edit: Make that 4, now with a massive anti-flyer AoE where you call dragon flame down on a large area.

illyahr
2016-02-05, 03:54 PM
I'm still here.

Zaydos
2016-02-05, 04:05 PM
I'm still here.

I'll take that as permission to give you a second go. Now to think.


I asked to be surprised, and I was. Well, I was and I wasn't. I was surprised to find that my tribute involved werewolves. I was not surprised at how awesome it was.

Excellently done. Do like. Civilized and savage at the same time. A favorite juxtaposition of mine.

Thank you kindly. I figured werewolf would keep thing interesting, that and the Hell Lord ACF for Incarnation is already a thing.

Jormengand
2016-02-05, 04:18 PM
Oh, you can send me around as many times as you like, too.

Zaydos
2016-02-05, 05:07 PM
Brew Mead of Poetry (Intoxicanter (http://www.giantitp.com/forums/showthread.php?350465-Intoxicanter-%28Base-Class-Contest-XXI-winner%29)) (Illyahr)
According to legend the gods made the original mead of poetry from the collected wisdom and eloquence of their entire kind, that it was a drink which contained the entirety of divine insight. While your mead lacks that deific wisdom it is still a drink to stir the soul to the celestial heights, and bring a eloquence to even the dullest tongue.
Prerequisites: Medicinal Alcohol.
Benefit: You may create Mead of Poetry. This is done as part of the same 1 hour distilling process as creating your medicinal alcohol (or a 1 hour distilling process of its own) and you may distill up to your character level in doses of Mead of Poetry, but each dose you distill costs you one distilled dose of either Medicinal Alcohol, Liquid Courage (or an ACF that replaces it), or Distilled Vitality. A creature which drinks a dose of Mead of Poetry gains a +2 morale bonus to Bardic Knowledge, Bluff, Diplomacy, Gather Information, Knowledge, and Perform checks for 1 minute per character level you possess, and the range of their Bardic Music abilities (if any) is increased by 50%. This moral bonus increases to +4 at 7th level, and +6 at 14th level. However Mead of Poetry is a heady drink imposing a penalty to Wisdom checks and Wisdom based skill checks equal to the bonus it grants and a penalty to Will saves equal to ½ the bonus. This penalty lasts as long twice as long as the bonus. If more Mead is drunk while the bonus is in effect the duration is reset, and the penalty lasts twice as long as the bonus did in total, if more Mead is drunk after the bonus has worn off the penalty’s remaining duration is added to the end of that from the second dose.

illyahr
2016-02-05, 05:25 PM
Awesome! It's the drink of choice on my own musical demiplane! :smallbiggrin:

VoodooPaladin
2016-02-05, 07:07 PM
Note to self add a bit of etchi to homebrew people like it better :smallwink:

Because you can't spell Homebrew without 'H'. :smalltongue:
But seriously your Animeido is amazing.

I'm up for another, if you please.

Zaydos
2016-02-05, 07:37 PM
Academics of the True Tongue – New Scholastic Aptitudes (http://www.giantitp.com/forums/showthread.php?196365-Scholar-%283-X-NPC-class-abilities-needed%29) (Jormengand)

Lexicon Student: You must have Student of Names and at least 11 ranks of Truespeak to select this aptitude. When you take this scholastic aptitude you gain 3 utterances of the lexicon of the evolving mind, or 2 utterances of the lexicon of the crafted tool, or a single utterance of the lexicon of the perfected map. If you have 13 or less ranks in Truespeak these utterances must be 2nd level or lower if from Evolving Mind, 1st level if from Crafted Tool, and you may not select from Perfected Map. If you have 14-16 ranks they may be up to 3rd level from Evolving Mind, 2nd level from Crafted Tool, or 1st level from Perfected Map. If you have 17 to 19 ranks the max level for each increases by 1 (4/3/2), and if you have 20 or more ranks it increases by another 1.

Scholar of Names: You must have Student of Names and the Truename Research feat to select this ability. You research truenames at twice the normal rate and ½ the normal cost (3/4th as you have Truename Research, 7/8ths if you have a major library).

Scholar of True Speech You must have Student of Names to select this ability. You may apply your Knowledgeable bonus to Truespeak checks. In addition you may speak a the truename of a target within 60 ft to give them a +2 bonus to one of attack rolls, saving throws, AC, or skill and ability checks with a specific ability score, or a +10 ft increase to their speed for 5 rounds, or a -1 to any of those things (-5 ft speed). This functions like an utterance of the lexicon of the evolving mind and is subject to the Law of Resistance and the Law of Sequence.

See the Named: You must have Student of Names and either Scholar of Names or Scholar of True Speech to select this ability. This functions as the truenamer ability of the same name but you may use it multiple times, however if a creature successfully saves against this ability you cannot use it on that creature again for 1 day and it is subject to the Law of Resistance and Law of Sequence.

Speak Unto the Masses: You must have Student of Names and 15 ranks in Truespeak. You gain Speak Unto the Masses as the Truenamer ability of the same name and can use it with any pseudo-utterance provided by Scholastic Aptitudes.

Student of Names: Add Truespeak to your Scholar skill list. You may speak a creature’s truename to grant it the benefits of an Aid Another check except that you need not make the check to aid them and may do so from up to 60 ft away. To do so functions as an utterance (equivalent to a 1st level utterance) using your Scholar level as your truenamer level and is subject to the Rule of Resistance, and Rule of Sequence. If you have Name the Masses you may use it with this ability (you aid the same thing on all targets however).

Illven
2016-02-05, 07:42 PM
Oh, you can send me around as many times as you like, too.

Same. More things to build an empire with, please. :smalltongue:

caledscratcher
2016-02-05, 07:54 PM
I'm totally fine with being used as idea fodder an infinite number of times, too.

NeoPhoenix0
2016-02-06, 03:56 AM
Yo Zaydos, You don't need my permission to use my persona as inspiration. Do whatever you want. If you want me to give you feedback about how I feel about something, I'll try to do so when I am not... In that state of mind... I sometimes wonder if a psychologist would find me interesting or extremely boring.

edit: also don't feel the need to make more stuff for me cause I posted, you do you.

EdroGrimshell
2016-02-06, 10:23 AM
So, may I volunteer for this? Would you need any information before you could make something?

Zaydos
2016-02-06, 12:34 PM
Mushroom Farmer - An Exaggerated Feat (http://www.giantitp.com/forums/showthread.php?326799-Tall-Tale-%283-5-Base-Class-Contest-Winner-PEACH%29) (caledscratcher)

Well nothing says Nintendo, to me at least, more than ol' Red Cap himself. Now emulating his abilities would just be a Mario thing, not so pacifistic. So instead a more backstage role, the Mushroom Farmer.

Mushroom Farmer [General]
You thought those delicious mushrooms just appeared in blocks? I assure you they do not. No, someone grows them, and that someone is you. You know how to grow a variety of empowering mushrooms to help you and your allies on your journeys.
Prerequisites: Profession (Farmer) 6 ranks, Least Exaggerated Skill (Profession Farmer) (http://www.giantitp.com/forums/showthread.php?326799-Tall-Tale-%283-5-Base-Class-Contest-Winner-PEACH%29).
Benefits: 1/day you may plant a mushroom in 'fertile' soil (natural animal produced fertilizer, rotting logs, rotting animals), this mushroom takes 1 week to grow, and lasts up to 1 week once ripe or 3 days after being picked (if they have less than their post picked time left on the stem then they merely get the remainder of their on the stem period). Any creature which eats this mushroom grows a single size category (as if through an Enlarge Person spell, gaining merely +2 Str and -2 Dex as well as the benefits and penalties o being a larger size category) and gains 4 temporary hit points. This size increase lasts indefinitely until they lose all temporary hit points granted by eating the mushroom. One mushroom can grow in a diminutive or tiny sized object of 'fertile' soil, 2 in a small, 4 in a medium (or a 5 ft square), 8 in a large, 16 in a huge, 32 in a gargantuan, or 64 in a colossal. Whenever you grow a mushroom the DM secretly rolls a Profession (Farmer) check (you may not take 10 on this check unless you have Skill Mastery) with a DC of 20, if it fails the mushroom is a dreaded poison mushroom which inflicts 1d6 Constitution damage when eaten and 1 minute later (Fort save DC 15 to resist) and is completely indistinguishable from a normal mushroom.

If you have Lesser Exaggerated Farmer you may grow shrinking mushrooms. These function like your normal 'super' mushrooms except they reduce a creature by one size category (similar to Reduce Person) until the temp hp are lost. Planting a shrinking mushroom costs you your daily mushroom planting and still requires a check to ensure they are not poison. In addition the temporary hit points granted by your mushrooms increase to 8 and your mushrooms last 2 days longer on the stem and 1 day longer when picked.

If you have Greater Exaggerated Farmer you may grow green 'life' mushrooms. These mushrooms grant the eater a contingent healing effect when they would be reduced to below 0 hp. This healing effect takes place as damage is dealt effectively reducing it and potentially preventing death from the damage, as well as reducing it for the purposes of death by massive damage. The creature heals 1d4 damage per rank in Profession (Farmer) you possess when a 'life' shroom activates. You may only grow one 'life' shroom per week and it takes 1 of your daily mushroom plants. A 'life' shroom requires the same space as a normal 'super' mushroom, and has a chance of being poison, requiring a DC 30 Profession (Farmer) check to prevent toxicity and inflicting 1d8 Constitution damage (Fort save DC 20). As an additional benefit the temporary hp granted by your mushrooms increases to 12 and they last 2 days longer on the stem (11 now) and 1 day longer once picked (5 now).

If you have Storied Exaggerated Farmer you may grow 'giant' mushrooms. These mushrooms function much like the 'super' mushroom but magnified. The eater grows 3 size categories, gains DR 5/- and has all existing DR not granted by spells or items increased by 5, gains +12 Str and +7 natural armor, but a -6 to Dex. Like a 'super' mushroom these 'giant' last until the temp hp granted by them is expended but grant 3 times the normal temp hp. A giant mushroom requires 4 times the growing space as a 'super' mushroom and the DC to prevent toxicity is 40 and a poison one inflicts 2d6 Constitution damage (Fort DC 25). As an additional benefit the temp hp granted by your mushrooms increases to 15 (so 45 from 'giant'), they now last 2 weeks on the stem or 1 week once picked except giant mushrooms which last 3 days on the stem or 1 day once picked.

Normal: You cannot grow Alice in Wonderland Mushrooms.

caledscratcher
2016-02-06, 12:42 PM
Oh... Oh my god. Yes. I approve whole heatedly.

Zaydos
2016-02-06, 12:57 PM
Awesome! It's the drink of choice on my own musical demiplane! :smallbiggrin:

Glad you enjoyed, was afraid that I'd made something similar for Socratov in one of the GiantITP Regulars as ... threads but couldn't find it. It'd not have been mechanically the same, though.


Because you can't spell Homebrew without 'H'. :smalltongue:
But seriously your Animeido is amazing.

I'm up for another, if you please.

:smallbiggrin: I guess you can't. Somewhere on my laptop I have an Exaggerated Skill from the 3rd Party Book that Must Not be Named because a (RL) friend asked me what it'd look like.

And yeah the Maid/Valet was surprisingly satisfying, except for the effort of writing out something vaguely resembling my thought processes (in the same way that a Lovecraftian entity which has skinned a person and is wearing them as a suit vaguely resembles that person). It took a class I felt had promise but was really unfocused (in Dungeon Delver's defense if you remove the examples the class took an hour to an hour and a half, most of it while AFB) and didn't make any fluff sense and turned it into something functional.


Same. More things to build an empire with, please. :smalltongue:

It may be a bit, I have exhausted my knowledge of Civ. Well... opinions on Sid Meier's Alpha Centauri?


Yo Zaydos, You don't need my permission to use my persona as inspiration. Do whatever you want. If you want me to give you feedback about how I feel about something, I'll try to do so when I am not... In that state of mind... I sometimes wonder if a psychologist would find me interesting or extremely boring.

edit: also don't feel the need to make more stuff for me cause I posted, you do you.

You're fairly easy, I mean the teleportation domain was originally going to be for you... well ok the PrC which goes along with it and the feats in some Regulars as PrCs before I stopped caring about doubling up on people. It's just trying to do it in a less than obvious way/a way that isn't just 'add teleportation'. Of course it's the challenge that makes things fun.


So, may I volunteer for this? Would you need any information before you could make something?

Info always helps. But I have associations for you already (running + crafting especially crafting from bug spit).


Oh... Oh my god. Yes. I approve whole heatedly.

Glad you like it.

Blackhawk748
2016-02-06, 01:48 PM
Im down for another run through.,...or 3.

Zaydos
2016-02-06, 02:09 PM
The Smith's Moon - A New Lunar Path (http://www.giantitp.com/forums/showthread.php?475186-Moonborn-%28Base-Class-PEACH-Completed!%29) (EdroGrimshell)

The horseshoe, a symbol of both the crescent moon and the smith's craft. A moonborn of the Smith's Moon is adept at the smith's arts, drawing lunar insight into the creation of all things and the work of their tools. It is the Lunar Path of the Craftsman and the Smith.

2nd Level: You may use your ranks in a single Craft skill for all Craft skills. You gain a bonus to all Craft checks equal to your Wisdom modifier + 1/2 your Moonborn class level.

5th Level: You gain Craft Magic Arms and Armor and Craft Wondrous Items as bonus feats. You may emulate any spell on the New Moon or Crescent Moon spell list of a level you may cast 1/day each for the purposes of crafting.

11th Level: You can craft immaculate items. An immaculate weapon gains a +1 bonus to hit and +2 to damage, this stacks with magical enhancements and the Masterwork quality. An immaculate armor increases its Max Dex by 1, reduces its Armor Check Penalty by 1, and gets a +1 to AC, and DR 1/- if light, 2/- if medium, or 3/- if heavy; this stacks with mithral, adamantine, Mw, and magical bonuses as appropriate. An immaculate tool grants a +4 to checks instead of a +2. All immaculate items may make saving throws as if they were magic with a +2 to all base saves, or a +2 to all base saves if they are in fact magic, they have double the normal hit points and a +2 to hardness and +5 to break DCs. Immaculate items are expensive, if possible they must be Mw and even then cost 10 times the normal Mw price (or normal price if Mw is impossible), 20 in the case of immaculate medium or heavy armor. It requires a DC 35 Craft check to make an immaculate item and an immaculate item loses its benefits if not cared for by a character capable of creating immaculate items for at least 1 hour a (lunar) month; if they go without maintenance it requires 1 day of work per month they were not maintained to regain their former benefits. In addition during the Crescent Moon you craft items at 10 times the normal rate (SP a day on such days).

14th Level: You may emulate spells not on the Crescent of New Moon spell lists as well as those of any level up to 8th but for the purposes of crafting magic items only. You craft magic items more quickly during the Crescent Moon, each day of crafting during such time equally 4 days during other periods. Finally you gain Forge Ring or Craft Rod as a bonus feat.

20th Level: Immaculate items you create are even more fine. They grant a +2 bonus to hit and +4 to damage if weapons. Immaculate armor increases its Max Dex by 2, reduce armor check penalties by 4, increases AC by 2, grant DR 3/- if medium or 5/- if heavy, and are considered one category lighter (to a minimum of light) whenever beneficial. An immaculate tool grants a +6 bonus to checks. All immaculate items you make have a base save of +5, or gain a +5 to their base saves if magic, have +5 hardness, and a +10 to break DCs (they do not gain yet further bonus hp). If these immaculate items are maintained by a character who can make normal immaculate items but not those of these qualities they revert to regular immaculate items until 1 day of work is spent per month they will ill-maintained. During the crescent moon you craft items at 100 times the normal rate (GP per day).

Eldest
2016-02-06, 03:45 PM
I'd be happy to get another go, hmmmm... in addition to the previous stuff, I like MTG, mostly Red/Blue/Black stuff, and I dislike White/Green ideologies heavily. (Well, the lawful/natural stuff, at least. Improvements, freedom, and mutual help are wonderful when not enforced).

Illven
2016-02-06, 04:40 PM
It may be a bit, I have exhausted my knowledge of Civ. Well... opinions on Sid Meier's Alpha Centauri?

I've never played it, but considering the fluff for info era tech I used in GMR 7, is that it's literally alien technology. I'm not opposed.

EdroGrimshell
2016-02-06, 04:47 PM
The Smith's Moon - A New Lunar Path (http://www.giantitp.com/forums/showthread.php?475186-Moonborn-%28Base-Class-PEACH-Completed!%29) (EdroGrimshell)

The horseshoe, a symbol of both the crescent moon and the smith's craft. A moonborn of the Smith's Moon is adept at the smith's arts, drawing lunar insight into the creation of all things and the work of their tools. It is the Lunar Path of the Craftsman and the Smith.

2nd Level: You may use your ranks in a single Craft skill for all Craft skills. You gain a bonus to all Craft checks equal to your Wisdom modifier + 1/2 your Moonborn class level.

5th Level: You gain Craft Magic Arms and Armor and Craft Wondrous Items as bonus feats. You may emulate any spell on the New Moon or Crescent Moon spell list of a level you may cast 1/day each for the purposes of crafting.

11th Level: You can craft immaculate items. An immaculate weapon gains a +1 bonus to hit and +2 to damage, this stacks with magical enhancements and the Masterwork quality. An immaculate armor increases its Max Dex by 1, reduces its Armor Check Penalty by 1, and gets a +1 to AC, and DR 1/- if light, 2/- if medium, or 3/- if heavy; this stacks with mithral, adamantine, Mw, and magical bonuses as appropriate. An immaculate tool grants a +4 to checks instead of a +2. All immaculate items may make saving throws as if they were magic with a +2 to all base saves, or a +2 to all base saves if they are in fact magic, they have double the normal hit points and a +2 to hardness and +5 to break DCs. Immaculate items are expensive, if possible they must be Mw and even then cost 10 times the normal Mw price (or normal price if Mw is impossible), 20 in the case of immaculate medium or heavy armor. It requires a DC 35 Craft check to make an immaculate item and an immaculate item loses its benefits if not cared for by a character capable of creating immaculate items for at least 1 hour a (lunar) month; if they go without maintenance it requires 1 day of work per month they were not maintained to regain their former benefits. In addition during the Crescent Moon you craft items at 10 times the normal rate (SP a day on such days).

14th Level: You may emulate spells not on the Crescent of New Moon spell lists as well as those of any level up to 8th but for the purposes of crafting magic items only. You craft magic items more quickly during the Crescent Moon, each day of crafting during such time equally 4 days during other periods. Finally you gain Forge Ring or Craft Rod as a bonus feat.

20th Level: Immaculate items you create are even more fine. They grant a +2 bonus to hit and +4 to damage if weapons. Immaculate armor increases its Max Dex by 2, reduce armor check penalties by 4, increases AC by 2, grant DR 3/- if medium or 5/- if heavy, and are considered one category lighter (to a minimum of light) whenever beneficial. An immaculate tool grants a +6 bonus to checks. All immaculate items you make have a base save of +5, or gain a +5 to their base saves if magic, have +5 hardness, and a +10 to break DCs (they do not gain yet further bonus hp). If these immaculate items are maintained by a character who can make normal immaculate items but not those of these qualities they revert to regular immaculate items until 1 day of work is spent per month they will ill-maintained. During the crescent moon you craft items at 100 times the normal rate (GP per day).

This... is not what I was expecting, but I love it greatly. Crafting has always been a favorite aspect of games, as has botany, alchemy, and necromancy (though that's hardly represented on the boards).

My thing has always been mixing and matching what exists to try and come up with something interesting. It's how most of my experimental PrCs came about. And those really are all ideas for classes I'll be making in the future... hopefully.

Another is resource management. I love resource management games and campaigns, but they're so hard to get into or find in general.

Zaydos
2016-02-06, 07:24 PM
I'd be happy to get another go, hmmmm... in addition to the previous stuff, I like MTG, mostly Red/Blue/Black stuff, and I dislike White/Green ideologies heavily. (Well, the lawful/natural stuff, at least. Improvements, freedom, and mutual help are wonderful when not enforced).

I'm a Simic fanboy -the fact that I made 2 Simic Classes might attest to that- myself but that has more to do with me being a Timmy who likes big green creatures and enjoying weird little fiddly things and Blue (I also love Izzet is less represented on the boards except by statements that 'I do want to make an Izzet class at some point'). That, though, is very much enforced improvements.


I've never played it, but considering the fluff for info era tech I used in GMR 7, is that it's literally alien technology. I'm not opposed.

So Manifold/mindworm stuff wouldn't really be appropriate (it was a great game, better than Civ II the Test of Time at least, but I suspect it'd have trouble standing up to Civ IV and later).


This... is not what I was expecting, but I love it greatly. Crafting has always been a favorite aspect of games, as has botany, alchemy, and necromancy (though that's hardly represented on the boards).

My thing has always been mixing and matching what exists to try and come up with something interesting. It's how most of my experimental PrCs came about. And those really are all ideas for classes I'll be making in the future... hopefully.

Another is resource management. I love resource management games and campaigns, but they're so hard to get into or find in general.

Well the surprise is part of the fun... wait what were you expecting? Also I feel I ought to plug Necrobotany here.

As for the next part, I vacillate between mix and match and new things. I mean in the end classes rarely end without something that's really theirs but at the same time pretty much all start as 'take X add Y now add y'.

For resource management. Well what exactly do you mean by resource management? I mean feats, skills, character building in general is resource management of a sort, vancian magic is resource management throughout the day, incarnum is sort of round by round resource management, but my guess is you mean more stuff like maintaining food/water for survival (which is a DC 10 check in 3.5, and the water is done with a lv 0 spell), kingdom building and managing those resources just sort of fall out of the purview of a standard game and as such it's hard to make classes built around it, and before you make other stuff built around it you need to build the subsystem. Then you need a special type of player to play it, and a DM willing to put in a lot of extra world-building.

Illven
2016-02-06, 07:27 PM
So Manifold/mindworm stuff wouldn't really be appropriate (it was a great game, better than Civ II the Test of Time at least, but I suspect it'd have trouble standing up to Civ IV and later)..

Well if you want more info, you could always spectate on the GMR games. :smalltongue:

NeoPhoenix0
2016-02-06, 07:33 PM
That teleportatiopn prc looks pretty interesting. Finally a teleportation prc for mages that isn't straight up worse than taking straight base class. Though it does suck that a sorc can't use teleportation circle until level 21.

EdroGrimshell
2016-02-07, 12:55 AM
Well the surprise is part of the fun... wait what were you expecting? Also I feel I ought to plug Necrobotany here.

As for the next part, I vacillate between mix and match and new things. I mean in the end classes rarely end without something that's really theirs but at the same time pretty much all start as 'take X add Y now add y'.

For resource management. Well what exactly do you mean by resource management? I mean feats, skills, character building in general is resource management of a sort, vancian magic is resource management throughout the day, incarnum is sort of round by round resource management, but my guess is you mean more stuff like maintaining food/water for survival (which is a DC 10 check in 3.5, and the water is done with a lv 0 spell), kingdom building and managing those resources just sort of fall out of the purview of a standard game and as such it's hard to make classes built around it, and before you make other stuff built around it you need to build the subsystem. Then you need a special type of player to play it, and a DM willing to put in a lot of extra world-building.

Main reason I wasn't expecting it was that I didn't give much info. I do love crafting and it shows on the boards, so I should have expected it from the start, but I was thinking more of Aberration, Symbionts, and Horror, since that was what I was originally (marginally) known for. As for Necrobotany... I actually had a character that referred to himself as a Necrobiologist. Was a lot of fun to play. His whole thing was that he created artificial organs for his undead that added utility and power to them. Another class I made is called the Amalgamist, it uses a 3rd party resource called Magical Crossbreeding (how the owlbear came to be), which is also a lot of fun and makes for a very interesting character.

True, and even mechanics are often mixed together concepts and ideas from other features to make something that seems new.

Have you ever heard of Feruchemy? It's a magic system from the Mistborn novels by Brandon Sanderson. It lets a person store up their physical, mental, and spiritual traits to tap into later for a boost. They can tap into it deeply (referred to as "compounding the charge") to get a greater bonus but using it up faster as a result. This is a system I love with a passion, and want to see implemented so badly in a Tabletop game, but it's next to impossible to balance for most Tabletop systems.

While Tabletop is a very resource management game, the thing is, once you have something, it's pretty much set until you upgrade. This is true even in incarnum, you rarely change the allocation of essentia unless it's for a specific purpose, such as investing into a Blink Shirt to teleport out of trouble. My kind of resource management is when you actually have to build up a reserve of something, then make sure you don't squander it needlessly. Whether this is because it's difficult to gather up or it inflicts a penalty (such as using up an action or a literal penalty to something), doesn't matter, but it's something you need to keep an eye on and gather up when you get the chance or you're gonna be left without a way to really fight later. That's the kind of resource management I like, something that actually matters when you use it and how you use it and can't just be put back the way it was before. You use it up and can't gather it mid battle without exposing yourself.

This also applies to the Amalgamist I mentioned earlier. You need to gather creatures, earn up gold, spend time researching, etc. and you might just lose it all if you make it wrong.

khadgar567
2016-02-07, 02:28 AM
might well as put my name for 3rd time and zaydos this time I provide gif and galery for main idea

https://danbooru.donmai.us/data/4c470f2041ab385427ad557ff3eeaeb6.gif
http://imgur.com/a/Y1wyg

links has nsfw content so open with caution while in work

Zaydos
2016-02-07, 01:39 PM
Multipermissions Expanded as Dual Discipline Maneuvers

So I decided to do something for fun. I took every multipermission I am aware of, and Edro since I'm not sure if he's supposed to be one or not and figured I'd ere on the side of yes, and made you all into a Dual Discipline (http://www.giantitp.com/forums/showthread.php?402826-Dual-Discipline-Maneuvers-%283-5-Martial-Maneuvers%29) maneuver. Some are a bit more of a stretch than others (self-avowed pacifist = Jumping through someone's body to emerge from someone else's as a means of escape), but I still hope you all enjoy. If I missed you it was by accident, or in thinking you hadn't given multipermission, and just point it out so I can add you to multipermission list.

Maneuvers are sorted alphabetically, by victim.

Black Wind of the Crow Court (Blackhawk)
Edge of Apocalypse (http://www.giantitp.com/forums/showthread.php?368346-The-Edge-of-Apocalypse-%28Martial-Discipline%29)/Star Dream (http://www.giantitp.com/forums/showthread.php?401767-Star-Dream-%28Fey-themed-Discipline-PEACH%29)
Level: 6th
Prerequisites: 2 Edge of Apocalypse maneuvers, 1 Star Dream maneuver
Initiation Action: Standard action.
Range: 10 ft.
Targets: Enemies within 10 ft
Area: 10 ft emanation centered on yourself.
Duration: 1 round.

The Court of Endings, the Crow Court comprises the feared assassins of the Winter Court who stories say shall exterminate the other fay in mass before the final closing of the world. Drawing upon the whispers of the end, your blade releases the Black Wind and mixing it with fay magic forms the rending talons of the Crow Court.

When you initiate this maneuver make a single melee attack roll and apply its results to all enemies within 10 ft. This attack deals +2d6 damage. In addition the black winds remain in the form of a murder of semi-real crows. These crows flutter around you, remaining in a 10 ft emanation centered on yourself until the beginning of your next turn. They flutter about making semi-real attacks at any foe who draws too close. They grant you concealment from creatures more than 5 ft away from you, inflict a -2 penalty to attack and AC of enemies within, cause any enemy within to be forced to make a DC 20 + Spell level Concentration check to successfully cast a spell, and deal damage equal to your Charisma modifier to any enemy which enters a square they cover this damage ignores Damage Reduction. At the beginning of your next turn these apocalyptic crows vanish.

You are summoning the physical echo of the apocalypse cast back in time by it and reshaping it with fay energy to form murderous quasi-real crows. This is a supernatural maneuver.

Body Jumper Dash (caledscratcher)
Arcane Technique (http://www.giantitp.com/forums/showthread.php?397617-Arcane-Techniques-%28-quot-Martial-quot-Discipline-quot-Arcane-quot-Discipline-PEACH%29)/Jeering Monkey (http://www.giantitp.com/forums/showthread.php?402121-Jeering-Monkey-%28mobility-themed-discipline%29) (Dash) [Teleport]
Level: 5th
Prerequisites: 1 Arcane Technique maneuver and 1 Jeering Monkey maneuver
Initiation Action: Move action.
Range: Personal.
Targets: You.

You move towards a creature diving through it and emerging from the body of another being still running.

When you initiate this maneuver you may move up to your speed. At any point in that movement you may dive through a creature, if that creature is unwilling you must make a melee touch attack to do so which provokes attacks of opportunity unless you succeed on a DC 20 Tumble check. If you succeed you emerge from any other creature you have line of sight to as a teleportation effect appearing in a square adjacent to it. If you have any movement left over you may continue moving from where you appear.

This is a Supernatural ability.

Dragon King’s Perfect Fire (Draconium)
Desert Wind/Protean Hunter (http://www.giantitp.com/forums/showthread.php?306670-Protean-Hunter-%28Martial-Discipline-PEACH%29) (Strike) [Fire]
Level: 9th
Prerequisites: 4 Desert Wind maneuvers, 3 Protean Shifter maneuvers
Initiation Action: Standard action.
Range: 60 ft.
Area: 60-ft cone.
Saving Throw: Reflex half.

You inhale deeply, your face twisting and shifting into a red dragon’s as your organs change to hold the might draconis fundamentalis from which a dragon’s breath is born.

With a roaring exhalation you belch forth a cone of fire as a breath weapon dealing 1d10 fire damage/IL in a 60-ft cone. Creatures within this cone are allowed a Reflex save (DC 19 + your Con or Wis) for ½ damage.

This is a supernatural maneuver. As this breath weapon has a recharge time of ‘until you refresh maneuvers’ it does not have a recharge time measured in rounds and cannot be affected by Metabreath Feats.

Grim Vine Burst (EdroGrimshell)
Grown Blade (http://www.giantitp.com/forums/showthread.php?405824-The-Grown-Blade-%283-5-Profession-Farmer-Discipline%29)/Shadow Hand (Strike)
Level: 4th
Prerequisites: 2 Grown Blade maneuvers, 1 Shadow Hand maneuver
Initiation Action: Standard action.
Range: 30 ft.
Area: 30-ft line.
Saving Throw: Reflex partial or Fort negates.
Duration: 1 round (see text)

Striking the ground with you create a burst of deathly white vines which rise out and grasp at creatures draining them of their strength.

When you use this maneuver you strike against the ground, a wall, or other surface. The area of this effect must run along that surface in a straight line out to 30 ft (if it dead ends into a wall it will climb up the wall for its remaining length). Vines burst from the area entangling all creatures within it for 1 round. These vines are a pale, almost ghostly white, and draw strength from the creatures they entangle inflicting 4 Strength damage to all living creatures within the line. Any creature entangled by the vines may not move more than 5 ft from the vines. A Reflex save (DC 14 + Wis modifier) is allowed to avoid being entangled and to reduce the Strength damage to 2. The area of this effect remains difficult terrain due to the vines for 1 round.

Alternatively you may strike a creature. If you do so it takes normal damage as per a melee attack and must make a Fortitude save (DC 14 + Wis modifier). If it fails necrotic vines burst from its body dealing 4 Strength damage if it is a living creature and inflicting a -2 penalty to attack and AC for 1 round. A successful Fortitude save negates this completely.

This is a supernatural maneuver.

The third Age of Wonder was the Age of Botanomancy. It is during this age that the elves created the Grown Blade. History still speaks, though, of the ending of this age, and the Necrobotanical War (http://peanutdracolich.tumblr.com/search/necrobotany) which ravaged the world when the first peanut dracolich was born and its teachings became twisted. While the elves fought their former mentor the art of necrobotany promised power and not all elves could resist its allure. To some it was simply fighting fire with fire, it was these elves who developed the Grim Vine Burst technique which combined the necromantic principles which exist within the art of Shadow Hand and the botanomantic principles of the Grown Blade to grow death with which to strike their enemies.

Pure Improvisation (Eldest)
All (Boost)
Level: 3rd
Prerequisites: 1 maneuver from each of 4 different disciplines
Initiation Action: Swift action.
Range: Personal.
Targets: You.

In battle it is always important to think on your feet, the oldest techniques in battle were born on the battlefield and you can recreate them with a little effort.

When you use this maneuver select a 2nd level or lower maneuver (not stance) from any discipline you know at least 1 maneuver from; if it is a dual discipline maneuver you must know at least 1 maneuver from each of its disciplines. You instantly ready that maneuver and it is unexpended (you do not need to know this maneuver). This maneuver remains readied and known until you expend it, or 3 rounds pass.

Eldest Improvisation (Eldest)
All (Boost)
Level: 7th
Prerequisites: 2 maneuvers from each of 4 different disciplines
Initiation Action: Swift action.
Range: Personal.
Targets: You.

The oldest acts of improvisation gave us many of the greatest foundational stones of the Sublime Way. You can rival these acts, replicating maneuvers on the fly.

When you use this maneuver select a 5th level or lower maneuver (not stance) from any discipline you know at least 1 maneuver from; if it is a dual discipline maneuver you must know at least 1 maneuver from each of its disciplines. You instantly ready that maneuver and it is unexpended (you do not need to know this maneuver). This maneuver remains readied and known until you expend it, or 3 rounds pass.

Wings of the Last Remnant (Eno Remnant)
Devoted Spirit/Edge of Apocalypse (Boost) [Good]
Level: 5th
Prerequisites: 2 Devoted Spirit maneuvers and 2 Edge of Apocalypse maneuvers.
Initiation Action: Swift action.
Range: 60 ft.
Targets: Charisma modifier allies within range.
Duration: 1 round.

Not all echoes of the end are of destruction. Hope burns even at the last moment. You channel the courage of their last futile stand against oblivion, using it to empower your allies.

Wings of light shine from your back for a moment as hope swells in the hearts of you and your allies, a hope that dispels fear and bolsters them against Evil. When you use this boost select a number of creatures within range equal to your Charisma modifier (minimum 1), you may select yourself as one of these creatures. Each selected creature that is currently cowering, frightened, or panicked becomes merely shaken. In addition they gain a +2 morale bonus to saves against fear +1/4 IL you possess, and gain a bonus to damage against Evil creatures equal to 1/2 your Initiator Level.

This is a supernatural maneuver.

White Phoenix Assault (illven)
Desert Wind/White Raven [Fire]
Level: 7th
Prerequisites: 3 Desert Wind maneuvers, 2 White Raven maneuvers
Initiation Action: Standard action.
Range: 60 ft.
Targets: Allies within range.
Duration: 1 round.

You release a rallying cry, a shout filled with your ki, which seems to permeate and stir that of your allies working as a catalyst within them causing their own power to blaze forth in a white flame.

When you use this maneuver allies within range who can hear you deal +2d6 + (your) IL fire damage with melee attacks until the start of your next turn.

This is a supernatural maneuver.

Song of Summer Nightmares (illyahr)
Arcane Technique (http://www.giantitp.com/forums/showthread.php?397617-Arcane-Techniques-%28-quot-Martial-quot-Discipline-quot-Arcane-quot-Discipline-PEACH%29)/Star Dream (http://www.giantitp.com/forums/showthread.php?401767-Star-Dream-%28Fey-themed-Discipline-PEACH%29) (Technique) [Mind-Affecting]
Level: 5th
Prerequisites: 2 Arcane Techniques maneuvers, 2 Star Dream maneuvers
Initiation Action: Standard action.
Range: 0 ft.
Area: 60-ft radius emanation.
Saving Throw: Will negates.
Duration: 1 minute/IL.

Fey music plays through the air, beguiling the minds of those who hear it, leading them into bewitched hallucinations.

When you use this technique you create the bewitching music of the fey courts and you select one illusory image or hallucination for targets to see while they hear it. Any creature which is less fey than you, according to the hierarchy described below, that fails its Will save sees the illusion or the hallucination. If you selected an illusion it functions as a Silent Image, and any creature which interacts with it may make additional saves as normal for an illusion, but True Seeing has no effect because it is all in their head; all creatures see the same illusion. If you selected hallucination any creature that fails its Will save sees a series of feinting and assaulting images, suffering a -2 penalty to attack rolls and losing their Dex bonus to AC.

Either option lasts for as long as they hear the song and for 1d4+2 rounds thereafter. If you use this technique again or it becomes no longer readied (note an expended maneuver is still readied just not unexpended) any existing instance of this technique ends immediately although the image or hallucination lingers for 1d4+2 rounds in the minds of creatures that were listening.

While this maneuver is readied you may mark a creature with a fey sign granting it immunity to this maneuver when used by you for 24 hours before the mark loses efficacy.

As an arcane technique this is a supernatural maneuver.

Least Fey
Not a fey
Honorary fey or fey blooded
Fey blooded honorary fey or half-fey
Common fey or honorary fey according to a noble fey.
Low nobility
Medium nobility
High nobility
Lord of a court.
Most Fey

Spell Breaker Gaze (Jormengand)
Devoted Spirit/Lunar Spirit (http://www.giantitp.com/forums/showthread.php?253718-Lunar-Spirit-%28Martial-Discipline%29&p=13783066#post13783066) (Stance) [Mind-Affecting, Fear]
Level: 3rd
Prerequisites: 1 Devoted Spirit maneuver, 1 Lunar Spirit maneuvers.
Initiation Action: Swift action.
Range: Personal.
Target: You.
Duration: Stance.

Your eyes seem to bring dread with them to any who gather energy for a work of magic. Images of the sudden sword stabbed past defenses, the counterspell that shatters their working, flash through your foe’s minds causing them to hesitate and stutter at critical moments.

While in this stance any enemy which can see you within 20 ft must make a Concentration check (DC 18 + your Int or Cha modifier + Spell level) to cast a spell or use a spell-like ability. If they fail the attempt is wasted. This is a mind-affecting, fear effect and any save bonus (or penalty) specifically against fear (such as a halfling’s racial save bonus or the bonus for being near a paladin) applies to this skill check.

Dream Leash Blast (khadgar)
Eldritch Rain/Star Dream [Blast, Compulsion, Mind-Affecting]
Level: 7th
Prerequisites: 2 Eldritch Rain maneuvers, 2 Star Dream maneuvers
Initiation Action: Standard action.
Range: 50 ft.
Target: 1 creature.
Saving Throw: Will partial.
Duration: 1 round.
You release a bolt of energy which occludes the mind even as it burns the body. Tendrils of will weave into the foe through it, slowly burrowing through them only to seize control of their mind for a few brief moments.
When you use this maneuver you may make a single ranged touch attack with a range of 50-ft, which deals 1d6 damage per initiator level. The target must then make a Will save. If they succeed nothing more happens. If they fail you may make them make a single move action during their next turn, this movement may not be innately damaging and may not provoke attacks of opportunity. In addition if they fail make a Bluff check opposed by their Sense Motive. If you win you can also make them use their standard action to take an attack action (you may not force a full attack) against a creature of your choosing other than themselves, or you can make them use their standard action to give you an item or object they hold (or draw while approaching or with their move action). This gives you no special knowledge of objects on their person or capabilities, and you cannot force them to use optional abilities with their attack (including Power Attack) except for Cleave; if they have the Cleave feat and their attack would trigger a bonus attack you may force them to use it.

This is a supernatural maneuver.

Phoenix Shadow Incursion (Neophoenix0)
Desert Wind/Shadow Hand (Strike) [Fire, Teleportation]
Level: 5th
Prerequisites: 2 Desert Wind maneuvers, 1 Shadow Hand maneuver
Initiation Action: Standard action.
Range: 50 ft.
Target: You.
Area: 10 ft radius burst centered on you.
Saving Throw: Reflex half, see text.

Shadow consumes your form, shrinking down into a bird of darkness before flying forward and exploding forth in a wave of flames.

This functions as the Shadow Jaunt maneuver (ToB page 79) except that when you appear fire bursts from you, dealing 4d6+IL fire damage to all other creatures within 10 ft. A successful Reflex save (DC 15 + your Wis modifier) halves this fire damage.

This is a supernatural maneuver.

Dream of Iron Rule (Red Fel)
Devoted Spirit/Star Dream [Compulsion, Evil, Lawful, Mind-Affecting]
Level: 9th
Prerequisites: 4 Devoted Spirit maneuvers, 4 Star Dream maneuvers
Initiation Action: Standard action.
Range: Melee attack.
Target: 1 creature.
Saving Throw: Will partial (see text).
Duration: Permanent (see text).

Your blade strikes into the very heart of your foe, phasing through their body to strike at their soul, seeking to bind it to your will.

When you use this maneuver choose to attack your foe's mind or body. If you attack their body this maneuver simply deals +50 damage and is not considered mind-affecting or a compulsion.

If you attack their mind this maneuver still deals +50 damage and the target must make a Will save (DC 19 + Cha modifier). If they succeed the bonus damage is negated and it affects them as an ordinary attack would. If they fail and the damage would be sufficient to kill them then they take no damage but are affected as if by a Dominate Monster spell cast by you (CL = IL if necessary) with a permanent duration. If they succeed on a save against an order against their nature this effect ends immediately, as does offering them an obviously self-destructive order. This is not a spell and cannot be dispelled, however if they are subject to the effects of a Protection from Evil or similar spell for 24 hours it is broken, and a Limited Wish, Wish, or Miracle spell cast solely for this purpose can end it immediately, as does a Mage's Disjunction.

This is a supernatural maneuver.

Eye of Judgment (VoodooPaladin)
Crone’s Hex (http://www.giantitp.com/forums/showthread.php?402957-Crone-s-Hex-%283-5-Supernatural-heavy-Martial-Discipline-WiP%29)/Devoted Spirit [Fear, Mind-Affecting]
Level: 5th
Prerequisites: 1 Crone's Hex maneuver, 2 Devoted Spirit maneuvers
Initiation Action: Standard action.
Range: 60 ft.
Target: 1 creature.
Saving Throw: Will partial.
Duration: 1 round.

Glancing at a foe you instill within them the fear of more than mortal judgment, seeming to bear down upon them with all the might of a wrathful god, causing wounds to sprout across their body psychosomatically.

When you use this maneuver you must look into the eye of one creature within range which can see you, filling them with preternatural fear. If the target’s alignment differs from yours in at least one component, that target must make a Will save (DC 15 + Charisma modifier). If they fail they are frightened for 1 round and take 2d6 damage, this increases to 4d6 damage if they oppose your alignment on one axis or differ from it on both, and to 4d6 + ½ IL if they oppose it on both axes. If they succeed they are shaken for 1 round and take ½ damage. This is a mind-affecting fear effect.

This is a supernatural maneuver.

Blackhawk748
2016-02-07, 02:19 PM
Black Wind of the Crow Court (Blackhawk)
Edge of Apocalypse (http://www.giantitp.com/forums/showthread.php?368346-The-Edge-of-Apocalypse-%28Martial-Discipline%29)/Star Dream (http://www.giantitp.com/forums/showthread.php?401767-Star-Dream-%28Fey-themed-Discipline-PEACH%29)
Level: 6th
Prerequisites: 2 Edge of Apocalypse maneuvers, 1 Star Dream maneuver
Initiation Action: Standard action.
Range: 10 ft.
Targets: Enemies within 10 ft
Area: 10 ft emanation centered on yourself.
Duration: 1 round.

The Court of Endings, the Crow Court comprises the feared assassins of the Winter Court who stories say shall exterminate the other fay in mass before the final closing of the world. Drawing upon the whispers of the end, your blade releases the Black Wind and mixing it with fay magic forms the rending talons of the Crow Court.

When you initiate this maneuver make a single melee attack roll and apply its results to all enemies within 10 ft. This attack deals +2d6 damage. In addition the black winds remain in the form of a murder of semi-real crows. These crows flutter around you, remaining in a 10 ft emanation centered on yourself until the beginning of your next turn. They flutter about making semi-real attacks at any foe who draws too close. They grant you concealment from creatures more than 5 ft away from you, inflict a -2 penalty to attack and AC of enemies within, cause any enemy within to be forced to make a DC 20 + Spell level Concentration check to successfully cast a spell, and deal damage equal to your Charisma modifier to any enemy which enters a square they cover this damage ignores Damage Reduction. At the beginning of your next turn these apocalyptic crows vanish.

You are summoning the physical echo of the apocalypse cast back in time by it and reshaping it with fay energy to form murderous quasi-real crows. This is a supernatural maneuver.

http://33.media.tumblr.com/tumblr_lty16vBvYK1qj4xf7.gif

WOOOO! Oh this Maneuver is just fun

Illven
2016-02-07, 02:24 PM
Yay! This is perfect for a character for mine.

Draconium
2016-02-07, 03:24 PM
Dragon King’s Perfect Fire (Draconium)
Desert Wind/Protean Hunter (http://www.giantitp.com/forums/showthread.php?306670-Protean-Hunter-%28Martial-Discipline-PEACH%29) (Strike) [Fire]
Level: 9th
Prerequisites: 4 Desert Wind maneuvers, 3 Protean Shifter maneuvers
Initiation Action: Standard action.
Range: 60 ft.
Area: 60-ft cone.
Saving Throw: Reflex half.

You inhale deeply, your face twisting and shifting into a red dragon’s as your organs change to hold the might draconis fundamentalis from which a dragon’s breath is born.

With a roaring exhalation you belch forth a cone of fire as a breath weapon dealing 1d10 fire damage/IL in a 60-ft cone. Creatures within this cone are allowed a Reflex save (DC 19 + your Con or Wis) for ½ damage.

This is a supernatural maneuver. As this breath weapon has a recharge time of ‘until you refresh maneuvers’ it does not have a recharge time measured in rounds and cannot be affected by Metabreath Feats.

Excellent. I shall immolate my enemies in the eternal hellfire of my breath!

http://i1030.photobucket.com/albums/y368/Drakonium/tumblr_n9i83qWJFh1rawb5do1_500_zpso8qn0hoe.gif

Okay, seriously, I just love this one, if only for the flavor aspect of it. :smallbiggrin: I mean, just the name is absolutely gorgeous. Even if the damage is fire, this seems amazing for clearing out hordes of small mooks that are constantly bugging you. Thank you, once again!

Zaydos
2016-02-07, 03:47 PM
General news: I decided to try and run a pbp again. (http://www.giantitp.com/forums/showthread.php?477663-Inn-of-Adventure-The-Three-Boar-s-Inn-%28homebrew-heavy-3-5%29&p=20395526#post20395526)


WOOOO! Oh this Maneuver is just fun

Thought you'd enjoy, apparently in my mind black hawk = crow/raven (I blame the avatar's crows? ravens? I have trouble telling those apart, I'd say the beak looks more raven slightly, but the samurai makes me think of Japanese crows although they're too small for that anyway).

Also I imagined that gif in Starfire's voice for some reason.


Yay! This is perfect for a character for mine.

Suspicions confirmed.



Excellent. I shall immolate my enemies in the eternal hellfire of my breath!

Okay, seriously, I just love this one, if only for the flavor aspect of it. :smallbiggrin: I mean, just the name is absolutely gorgeous. Even if the damage is fire, this seems amazing for clearing out hordes of small mooks that are constantly bugging you. Thank you, once again!

A red dragon's breath has got to be fire. Besides it's good against tanari (100/45 damage on average depending upon save), white dragons (165/82 average), undead, constructs, it's just baatezu, red dragons, and balors who are likely to be immune at that level. I mean it won't match up to a single target strike against a single opponent but it's an AoE.

As added icing it is the same size and damage as an Ancient Red Dragon's fire breath at 20th (and a Very Old one's at 18th) so at least you have things to match epic CRed dragons.


might well as put my name for 3rd time and zaydos this time I provide gif and galery for main idea

https://danbooru.donmai.us/data/4c470f2041ab385427ad557ff3eeaeb6.gif
http://imgur.com/a/Y1wyg

links has nsfw content so open with caution while in work

I already know more than enough about your fetishes. It's a fact though that in a PG 13 environment/family friendly brew there's only so much you can do with fetish material.

illyahr
2016-02-07, 05:15 PM
Song of Summer Nightmares (illyahr)
Arcane Technique (http://www.giantitp.com/forums/showthread.php?397617-Arcane-Techniques-%28-quot-Martial-quot-Discipline-quot-Arcane-quot-Discipline-PEACH%29)/Star Dream (http://www.giantitp.com/forums/showthread.php?401767-Star-Dream-%28Fey-themed-Discipline-PEACH%29) (Technique) [Mind-Affecting]
Level: 5th
Prerequisites: 2 Arcane Techniques maneuvers, 2 Star Dream maneuvers
Initiation Action: Standard action.
Range: 0 ft.
Area: 60-ft radius emanation.
Saving Throw: Will negates.
Duration: 1 minute/IL.

Fey music plays through the air, beguiling the minds of those who hear it, leading them into bewitched hallucinations.

When you use this technique you create the bewitching music of the fey courts and you select one illusory image or hallucination for targets to see while they hear it. Any creature which is less fey than you, according to the hierarchy described below, that fails its Will save sees the illusion or the hallucination. If you selected an illusion it functions as a Silent Image, and any creature which interacts with it may make additional saves as normal for an illusion, but True Seeing has no effect because it is all in their head; all creatures see the same illusion. If you selected hallucination any creature that fails its Will save sees a series of feinting and assaulting images, suffering a -2 penalty to attack rolls and losing their Dex bonus to AC.

Either option lasts for as long as they hear the song and for 1d4+2 rounds thereafter. If you use this technique again or it becomes no longer readied (note an expended maneuver is still readied just not unexpended) any existing instance of this technique ends immediately although the image or hallucination lingers for 1d4+2 rounds in the minds of creatures that were listening.

While this maneuver is readied you may mark a creature with a fey sign granting it immunity to this maneuver when used by you for 24 hours before the mark loses efficacy.

As an arcane technique this is a supernatural maneuver.

Least Fey
Not a fey
Honorary fey or fey blooded
Fey blooded honorary fey or half-fey
Common fey or honorary fey according to a noble fey.
Low nobility
Medium nobility
High nobility
Lord of a court.
Most Fey


It's...beautiful... :smallbiggrin:

Blackhawk748
2016-02-07, 05:58 PM
Thought you'd enjoy, apparently in my mind black hawk = crow/raven (I blame the avatar's crows? ravens? I have trouble telling those apart, I'd say the beak looks more raven slightly, but the samurai makes me think of Japanese crows although they're too small for that anyway).

Also I imagined that gif in Starfire's voice for some reason.

I believe they are Ravens, though i cant remember what my original request was. :smallredface: In any case i generally like Ravens/Crows and have made several characters whose primary theme is that.

Also its probably because she seemed to be acting more like Starfire than Raven.

Zaydos
2016-02-07, 11:32 PM
Verses of the Phoenix - New Draconic Hymn (www.giantitp.com/forums/showthread.php?312878-Dragon-Chorister-(3-5-base-class-PEACH)) verses (NeoPhoenix0)

Flux: Ranged attacks against you and allies suffer a 5% miss chance per Dragon Chorister level, in addition any effect which allows a Reflex save for half has a 5% chance per Dragon Chorister level of dealing no damage, or no damage on a successful save (like if they had Improved Evasion).

Hop: Teleport 5 ft per Dragon Chorister level at the beginning of your turn, you must have line of sight to the destination and if the square is occupied this effect fails entirely.

Shift: Teleport one creature per Dragon Chorister level 5 ft. All creatures must end up in unoccupied squares, and no creature may be teleported to a spot that cannot support their weight. Unwilling creatures are allowed a Will save to resist.

Warp: Teleport a willing creature, other than yourself, that is within 5 ft per 2 Dragon Chorister levels to another square within that range. You must have line of sight and line of effect with both squares. If the target square is occupied this ability fails unless it is occupied by a creature (other than yourself) that is willing to switch positions with the first creature.

NeoPhoenix0
2016-02-08, 12:25 AM
Those are all both very powerful and kinda meh, This dragon chorister thing might be one of the most stable classes in terms of scaling with level.

Zaydos
2016-02-08, 12:28 AM
It really, really isn't well made. If I was doing it over I'd... well I'd do it completely differently to the point where it'd not be recognizable as the original class.

Eno Remnant
2016-02-08, 01:13 AM
It really, really isn't. If I was doing it over I'd... well I'd do it completely differently to the point where it'd not be recognizable as the original class.

I can't imagine why :smallwink:. Those are some very nice hymns, though, would use.

Sign me up as a multipermission, btw. I can't imagine you'd get much out of me, but you take what you can get :smalltongue:

Zaydos
2016-02-08, 02:51 AM
I can't imagine why :smallwink:. Those are some very nice hymns, though, would use.

Sign me up as a multipermission, btw. I can't imagine you'd get much out of me, but you take what you can get :smalltongue:

So apparently I'm editing things into the Maneuvers post today, as you are now a Martial Maneuver. No compulsion immunity, I'm sorry, does help with fear and smiting evil.

Eno Remnant
2016-02-08, 03:30 AM
Wings of the Last Remnant (Eno Remnant)
Devoted Spirit/Edge of Apocalypse (Boost) [Good]
Level: 5th
Prerequisites: 2 Devoted Spirit maneuvers and 2 Edge of Apocalypse maneuvers.
Initiation Action: Swift action.
Range: 60 ft.
Targets: Charisma modifier allies within range.
Duration: 1 round.

Not all echoes of the end are of destruction. Hope burns even at the last moment. You channel the courage of their last futile stand against oblivion, using it to empower your allies.

Wings of light shine from your back for a moment as hope swells in the hearts of you and your allies, a hope that dispels fear and bolsters them against Evil. When you use this boost select a number of creatures within range equal to your Charisma modifier (minimum 1), you may select yourself as one of these creatures. Each selected creature that is currently cowering, frightened, or panicked becomes merely shaken. In addition they gain a +2 morale bonus to saves against fear +1/4 IL you possess, and gain a bonus to damage against Evil creatures equal to 1/2 your Initiator Level.

This is a supernatural maneuver.

This... is actually all kinds of amazing. Not just for the mechanics, either. Without even knowing about my usual online persona (my usual avatar outside of GitP is a seraph) or my homebrew setting (whose most relevant deity's portfolio is destroying evil creatures), you've managed to capture both. The mind boggles at how many divinations you must have cast.

I doff my top hat, good sir Zaydos. I adore your work.

EDIT: Just took a look at Doomsayer and Edge of Apocalypse, and realised that you have to multiclass to use this, or use the Martial Study feat. Martial Doomsayers don't gain access to Devoted Spirit, and Crusaders have to trade Devoted Spirit to gain Edge of Apocalypse. Which I suppose is only appropriate, given my propensity for multiclassing.

Zaydos
2016-02-08, 03:43 AM
This... is actually all kinds of amazing. Not just for the mechanics, either. Without even knowing about my usual online persona (my usual avatar outside of GitP is a seraph) or my homebrew setting (whose most relevant deity's portfolio is destroying evil creatures), you've managed to capture both. The mind boggles at how many divinations you must have cast.

I doff my top hat, good sir Zaydos. I adore your work.

Contact Other Plane, Bahamut is quite the informative deity. I wanted to know if your name was a reference and Google spilled the beans.

VoodooPaladin
2016-02-08, 04:20 AM
Contact Other Plane, Bahamut is quite the informative deity. I wanted to know if your name was a reference and Google spilled the beans.

Clearly. I don't think anyone's ever picked up my judgmental edge, before.

If I wasn't already a Multipermission, count me in.

Eno Remnant
2016-02-08, 04:36 AM
Contact Other Plane, Bahamut is quite the informative deity. I wanted to know if your name was a reference and Google spilled the beans.

That Bahamut is always giving me away. I'll need to have words with said deity the next time I'm on the same plane.

I have got to remember to check for white text. I actually made the same search, and was surprised to see those wikis appear at the top. A little out of date (by years) but not wholly inaccurate, and definitely nostalgic. I've gotten a lot less Lawful since then :smallamused:

Funnily enough, the name is a reference. To me. Which is to say, to a self-insert character in a Runescape fanfiction I wrote a long time ago; whose name I then used for a separate character, and eventually just grew into. The name has certainly come a long way from its roots.

Eldest
2016-02-08, 10:35 AM
Those manouvers are /wonderful/, I'm probably going to try to fit them onto every character that qualifies... now then, how to get that onto the factotum I'm currently playing, perhaps those once an encounter items...

Zaydos
2016-02-09, 01:52 PM
Multipermissions as Feats or Spells for Thralls

So I enjoyed the challenge last time of making you all as maneuvers (the dual discipline part made it harder to). So I decided to make all of you as Feats or Spells for evil aligned worshipers of Eldritch Abominations. Some of you ended up feats, but a few (caledscratcher, illven, and Jormengand) ended up as spells; the feats come first with occasional commentary followed by the spells.

Vow of Violence [Vile] (Blackhawk)
You have sanctified yourself as a ritualistic implement to your dark master(s), your every act of bloodshed a profane prayer. Blood for the blood god.
Prerequisites: Servant of the Old Ones or Thrall to Demon, Profane Vow (Drow of the Underdark).
Benefit: Your every act of violence is a prayer and sacrifice to dark gods. Whenever you attack a creature with the intent to kill it you gain 2 ‘Offering Points’ if its CR = your character level, +1 per CR above that it is, and 1 Offering Point if it is 1 or 2 less than your character level. Whenever you kill a creature you gain 2 ‘Offering Point’ if its CR = your character level, +1 per CR above that it is, and 1 Offering Point if it is 1 to 6 less than your character level.

Once per combat you may spend ‘offering points’ to gain some benefit.
Spend 3 offering points as a swift action to gain ½ character level temp hp for 4 rounds.
Spend 4 offering points as a swift action to gain a +1 to hit for 4 rounds
Spend 4 offering points as a swift action to gain a +2 to damage for 4 rounds.
Spend 6 offering points as a swift action to gain the benefits of Improved Critical for 4 rounds.
Spend 7 offering points as an immediate action to re-roll an attack roll or saving throw.
Spend 8 offering points as a free action to recover 1 maneuver (it does not immediately become granted but is placed back into queue to be granted).
Spend 11 offering points to gain +4 Strength for 4 rounds.
Spend 14 offering points as free action to recover all maneuvers. If you have granted maneuvers you may select 1 to be granted immediately.

When you spend offering points you are momentarily seized by fury. Until the end of your next turn you may take no action not directly related to killing another creature.

As a secondary benefit when you kill a creature its soul is entangled by your dark master making it hard to revive them, requiring a DC 5 + your hit dice + your Charisma modifier Caster Level check to revive them with (if it is not a spell substitute appropriate level or Character Level). If this check fails they may try a higher level spell, but otherwise may not attempt the check again until they have gained 1 character level.

Unfortunately this dark service leaves its mark on your mind, and makes it difficult for you to peacefully interact with other creatures. You suffer a -3 penalty to Diplomacy and Gather Information checks, and a -1 penalty to attack rolls, saving throws, and skill and ability checks for 1 hour whenever you resort to non-violent means other than intimidate to deal with an enemy.

Special:As part of this vow you swear to your dread master that you will murder in their name. Once per week you must kill a sapient creature that has done you no harm and which you gain no benefit in killing save serving your dark master’s will. If you do not attempt to do so you lose all access to this feat. If you fail to do so but made the attempt you lose all access to this feat until you atone.

You seem to have a thing for the Blood God and martial combat so something for the Blood Knight archetype only thing in this batch you can qualify for without serving Eldritch Abominations.

Maddening Breath [Vile] (Draconium)
Your breath carries your madness with it, a corruptive force which infects the mind and drives your foes to madness.
Prerequisites: At least 2 points of depravity, Constitution 13+, Charisma 13+, you must possess a breath weapon, Servant of the Old Ones.
Benefit: When you use your breath weapon you may elect to release a maddening breath. All creatures damaged by your breath weapon suffer 1 point of Wisdom damage per 2 dice of damage dealt by your breath, if they succeeded on a save to reduce the damage dealt by your breath weapon this Wisdom damage is reduced as well. In addition any creature damaged by your breath weapon suffers 1 point of depravity, this never dazes or stuns the creature. Once you have used your maddening breath you cannot use it again for 1d4+1 rounds even if you could use your breath weapon more quickly; if you use multiple breath weapons at once (pyrohydra, fivefold breath of Tiamat) your Maddening Breath only applies to one of those breath weapons. If you use an ability that adds a second type of damage to your breath weapon use only the dice of your base breath weapon.

You suffer a -1 penalty to Wisdom checks and Wisdom based skill checks.

Rather hamfistedly tried to fix the issues of Five Fold Breath and Breath Weapon Admixture giving high level DFA's 25 Wis damage (too much) and the same to high CR dragons (ok 24, and potentially less) while not stopping you from benefiting from the little +1d bonuses you can pick up. Still for a dragon ads enough Wis damage to be worth it as a debuff (12 on a non-white great wyrm) so that next turn they can cast a Will save or lose to a meaningful effect (usually their DCs are on the low side) and potentially even making their breath a save or lose against the weak willed (Maximize Breath potentially makes it a save or die already, and a few dragons have save or lose breaths to begin with). Meanwhile a DFA can get 5 Wis damage once (maybe twice) a combat which makes it a fairly useful debuff if coupled with a character that targets Will without making it a huge thing that will single-handedly win the battle.

Code of Tawil At-U’mr [Vile] (Eldest)
You have been taught one of the fundamental codes of reality by the Most Ancient and Prolonged of Life for reasons that belong to none but that enigmatic entity. By focusing upon it you can insert it into key places to disrupt a spell being cast.
Prerequisites: Servant of the Old Ones, Int 13+, Spellcraft 11 ranks
Benefit: Once per day plus once per day per 2 vile feats you possess you may attempt to twist a spell that is being cast as an immediate action. To do so you must first identify the spell being cast and then make a level check against DC 11 + the spell’s caster level. You gain a bonus to this level check equal to the spell level of the spell to be affected. If you succeed on the check you cause the magic to backfire against the spellcaster, making the spell fail as you turn it against them causing them to suffer a penalty based upon the school of the spell they attempted to cast. These minor curses last for 1d4 rounds. If the spell is a dual school spell determine which of its two schools’ curses is applied randomly, if it is Universal roll 1d8 to determine which school it is treated as.
Abjuration: The caster suffers a -2 penalty to AC and saves.
Conjuration: Any item the caster holds has a 50% chance, rolled each round it is held, of being teleported 10 ft away from the caster in a random direction.
Divination: The caster is partially blinded and deafened giving them a -8 penalty on listen, search, and spot checks, and causing all creatures to have concealment to the caster, and areas within shadowy illumination to have total concealment unless viewed with darkvision.
Enchantment: The caster has a 50% chance each round of being struck mute for that round rendering them unable to talk.
Evocation: The caster takes 3d6 energy damage of a random energy type each round.
Illusion: The caster becomes only partially real dealing 70% damage, and spells and abilities they use having only a 70% chance of affecting creatures.
Necromancy: The caster suffers a negative level each round, these negative levels fade when the curse fades never becoming permanent level loss.
Transmutation: The caster suffers a -4 penalty to their Int, Wis, and Cha.

This basic fundamental proto-spell comes at a cost however, you suffer a -2 penalty to your caster level for all arcane spells and psionic powers; this does not affect invocations or divine spells.

I grew up with the older editions and old Fantasy novels where magic was messing with the mathematical code of reality, developing into the computer code as comps became actual things, so when I think fantasy and coding I think spellcasting. So made a feat to add little bits of code to spells to mess them up. Tied it to Yog-Sogthoth because he's appropriate for teaching you these sorts of things, and used the name for one of his more benign forms because it means something synonymous with Eldest.

Remnant of Sanity [Psychic, Vile] (Eno Remnant)
Your mad gods have seen fit to leave you with a remnant of your sanity to better serve them. Weaving it into the psychic force of your mind you hold your will in place, releasing yourself into madness when mentally threatened.
Prerequisites: Servant of the Old Ones, Cha 13+.
Benefit: When you make a Will save against a mind-affecting effect you may expend your psionic focus to add your Charisma modifier to your saving throw.

While you maintain your psionic focus you suffer none of the disadvantages of your depravities.

So I heard you like Charisma to saves. Other than that, just your name (and psionic because ol' Cthu likes him some psionics).

Psalm of Madness (illayhr)
You sing a song of praise and glorification of all those things that whisper to your mind and all the horrid delusions that writhe in your brain.
Prerequisites: Bardic Music, Servant of the Old Ones, Perform 6 ranks, Depravity 1+.
Benefit: When you use bardic music you may instead sing a Psalm of Madness. This functions the same but any creature hearing you sing suffers 1 point of Wisdom damage per round, once a creature has this song for 5 rounds in a row they become immune to Wisdom damage inflicted this way (even by other psalms of madness) for 2 days. A creature is not aware of this effect unless they succeed on a Will save (DC 10 + 12 Bard level + Cha modifier). In addition any creature which listens to this song for 5 rounds and has less depravity than you gains 1 point of depravity.
Your Inspire Courage (if any) is also irrevocably altered. It no longer has any effect on creatures with a depravity score of 0. It functions normally for creatures with Mild Depravity. For creatures suffering the effects of Moderate Depravity, or which possess the Evil subtype or Undead type, its bonus to saves now applies to all mind-affecting effects and not merely charm and fear. For creatures with Severe Depravity it now grants immunity to Compulsions and Fear and have the other bonuses increased by +1.

Psalm = Song of praise (usually religious). Do I need to say more for why this was made?

Words of Binding Corruption [Vile] (khadgar)
You are able to use conversation to draw a creature into a web of madness, subtly altering their world view as you do so, making them perceive you in the best light possible even as they begin to see the world in a new, darker light
Prerequisites: Charisma 15+, Bluff 6 ranks, Diplomacy 6 ranks.
Benefit: You gain a +2 profane bonus to Bluff, Diplomacy, and Gather Information checks. In addition by talking to a single humanoid creature for 1 minute you may, 1/day plus 1/day per 3 vile feats you possess, work words of madness and despair into their psyche causing yourself to seem to be a deeply trusted friend even as you work a sense of depravity into their psyche. The target must make a Will save (DC 10 + ½ character level + Charisma modifier) or be affected as if by Charm Person with an indefinite duration. Each day they may make this Will save again to end this effect. While under this effect the target suffers from a random mild depravity. If it lasts for a whole day they begin to suffer from a 2nd mild depravity. On the next day a moderate depravity is added, then on the 4th a 2nd moderate depravity. On the 5th and 6th day a severe depravity is added. In addition every 3 days they remain under this effect they gain 1 point of depravity. A Restoration, Heal, or Greater Restoration spell immediately ends this effect.

You suffer a -1 penalty to Will saves as your own delusions grow in the shadows of your mind.

There are only so many ways to do mind-control.

Step of the Silver Key [Vile] (NeoPhoenix0)
You move out of phase with the world your steps carrying you between worlds seeming to flicker in and out of existence as you move.
Prerequisites: Servant of the Old Ones, 1 other feat with Servant of the Old One as a prerequisite, 5 ranks in Knowledge (arcana) and Knowledge (the planes).
Benefit: As a free action you may take 2 Wisdom burn which cannot be prevented or reduced in any way, to gain the benefits of Freedom of Movement until the end of your turn, except that it does nothing to allow you to move while paralyzed or immobilized (see Tome of Magic) and does not allow you to escape grapples. You seem to flicker in and out of existence as you move, actually teleporting extremely short distances, and any attacks made against you while you are moving suffer a 50% miss chance. This ability has no effect if you are under the influence of dimensional anchor or in an area where teleportation is impossible.

FoM is a 40k magic item, this is worse, and comes with a pair of costs (prereqs and Wis burn), but can be used once or twice a day to get you out of critical difficulties.

Pleasure of Corruption [Vile] (Red Fel)
Succumbing to your corruptive influence is oddly pleasurable, a taste leaving a creature permanently touched.
Prerequisites: Diplomacy 4 ranks, Corruption or Depravity Score of 4+, ability to cast spells or use spell-like abilities, and Servant of the Old Ones or Disciple of Darkness.
Benefit: When a creature fails a saving through against Charm or Compulsion spell you cast they feel a strangely maddening pleasure. If they have less depravity than ½ your Charisma score they gain a point of depravity. In addition you gain a +2 circumstance bonus to Bluff and Diplomacy checks against any creature which has ever failed a Will save against a Charm or Compulsion spell you have cast and they suffer a -2 penalty to future saving throws against such spells.

I feel like this is cheating somehow. Mostly in that it really could have just been a Vile feat (swap out the Servant/Disciple prereq with Spell Focus (Enchantment) and remove the Taint bit. Still it lets you corrupt. It makes obedience pleasurable, weakening their will and making them more likely to listen to you when you tell them you did nothing, because they oh so want to believe you. Works best with Heroism, it's technically Will negates :xykon: and when they choose to fail to gain the benefits... well. Mechanically it's a bit minor, drive people slightly crazy but not going to change the tide of combat and actually makes using it on your allies less of a good idea, but it helps if you meet up with someone again or have to deal with people dispelling your domination or Charm and it stacks with Spell Focus/Ability Focus.

Sword of Devoted Madness [Vile] (VoodooPaladin)
Your spirit burns with madness, and when you strike foes down with your devotion you infect them with your madness.
Prerequisites: Servant of the Old Ones, ability to use Devoted Spirit maneuvers.
Benefit: When you damage a creature with a Devoted Spirit strike it must make a Will save (DC 10 + Maneuver level + your Cha modifier) or gain a random Severe Derangement for 1 minute. In addition if they are Good aligned they take 2 Wisdom damage if they fail their save, or if they are Good aligned but match your alignment on the Law/Chaos axis they take the Wisdom damage even on a successful save. If they are suffering under a derangement due to this feat’s effects they cannot gain a second from it, but any Wisdom damage is still dealt.

Martial Madness + Halloween Harvest + Paladin + Madness.

Kaijin Mask (caledscratcher)
Transmutation [Evil]
Level: Bard 3, Cleric 4, Druid 4, Player in Yellow 3, Thrall of Shub-Niggurath 4, Sor/Wiz 3.
Components: V, S, Thrall
Casting Time: 1 Standard action.
Range: Personal.
Target: You.
Duration: 1 minute/caster level (D)

Throwing your arms wide, you roar out and call the dark powers of your masters into your body, transforming you into an aberrant kaijin filled with the rage of destruction.

When you cast this spell you transform into a kaijin, your body growing, strange bulk and shifting face leaving you looking inhuman. You type changes to aberration, you gain a +2 enhancement to natural armor, a +4 to Strength, 2 temporary hit points per CL, and you are considered one-sized category larger than you actually are whenever it would be beneficial although your space and reach do not change. You gain a pair of natural slam attacks dealing 1d8 damage (if you are medium sized without this effect) which can be used as primary natural weapons and overcome DR as if magic and evil. However this comes at a price, as you enter a barbarian like rage and cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function.
For every 9 caster levels you possess the bonus to Strength increases by +2 and the enhancement bonus to natural armor increases by +1 to a maximum of +8 and +4 respectively.

Don't know Magical Girls much (and PMMM witches were a bit too hard to represent), and it's hard to build something vile out of a Rider (I mean there are evil riders all the time but it'd still feel weird) so I went with the villains of the show. The kaijin are pretty lovecraftian in at least the shows I've seen and definitely could be played for (cosmic) horror.

Summon Yithian Rifle (illven)
Conjuration (Summoning)
Level: Cle 4, Sor/Wiz 3.
Components: V, S, F, Thrall
Casting Time: 1 Standard action.
Range: Close (25 ft + 5 ft/2 caster levels).
Effect: 1 yithian lightning gun.
Duration: 10 minutes/caster level (D)

You summon a lightning gun from the fabled world of Yith.

A yithian rifle appears at a location of your choosing within range. It is a medium sized weapon weighing 10 lbs, with a range increment of 30 ft and deals 3d6 electricity damage per attack (x2 crit). It is considered a simple weapon and attacks with a yithian rifle are ranged touch attacks. A yithian rifle may hit incorporeal creatures as if they were ghost touch weapons. When summoned a yithian rifle has 2 shots per caster level after which it is dead of charge. Due to its weight the yithian rifle can be used in melee as a two handed weapon dealing 1d8 damage (x2 crit) with normal melee attacks as a simple weapon. However if you hit a creature in melee with a yithian rifle that still holds charge you must roll 1d10 on a 1 it releases a shot dealing 2d6 electricity damage to the wielder and the attacked creature.

Focus: A piece of amber.

Summon Yithian Rifle, Mass (illven)
Conjuration (Summoning)
Level: Cle 8, Sor/Wiz 7.
Components: V, S, F, Thrall
Casting Time: 1 Standard action.
Range: Close (25 ft + 5 ft/2 caster levels).
Effect: 1 yithian lightning gun/caster level.
Duration: 10 minutes/caster level (D)

You summon a pile of lightning guns from the fabled world of Yith.

This functions as Summon Yithian Rifle (above) but it summons 1 rifle/caster level.

And this is just cheating. I mean yeah it's [b]vaguely Lovecraftian in that it summons weapons from Lovecraft and even makes a nod that they were used to fight incorporeal creatures, but it's really doesn't fit the themes of the Thralls stuff. Also it's a summoning spell to summon objects. Then there's the it's you because it is future tech weapons that you can give your minions which is...

Curse of Shared Delusion (Jormengand)
Enchantment (Compulsion) [Evil, Mind-Affecting]
Level: Bard 1, Cleric 2, Player in Yellow 1, Thrall of Shub-Niggurath 2, Sor/Wiz 1.
Components: V, S, F, Thrall
Casting Time: 1 Standard action.
Range: Close (25 ft + 5 ft/2 levels).
Target: 1 creature.
Duration: Permanent.
Saving Throw: Will negates.
Spell Resistance: Yes.

Holding up the strange pattern you present it to your foe letting them gaze into the ink-drawing and have their mind filled with the madness within, with your madness.

When you cast this spell the target must make a Will save or gain all depravity effects you possess. They do not actually gain your depravity score, merely gaining the disadvantageous effects of mild, moderate, and severe depravity you possess. This spell cannot be dispelled by dispel magic, a remove curse spell (or stronger) is required to remove its powerful magic.

If this spell remains on a target for a whole week they must begin making Will saves each day to avoid gaining 1 point of depravity until their depravity equals yours when you cast it.

I associate you with curses, and madness + depravity as a representation of that madness is a running theme with the Thralls stuff.

Red Fel
2016-02-09, 02:07 PM
Huh. Multipermissions are indeed a thing. And dad gum, are they ever. You do some sick stuff, Z.

You haven't steered me wrong yet. Let's see where you go from here. Multiwhatchamacallit granted. I anticipate (and deserve) greatness.

khadgar567
2016-02-09, 02:22 PM
Words of Binding Corruption [Vile] (khadgar)
You are able to use conversation to draw a creature into a web of madness, subtly altering their world view as you do so, making them perceive you in the best light possible even as they begin to see the world in a new, darker light
Prerequisites: Charisma 15+, Bluff 6 ranks, Diplomacy 6 ranks.
Benefit: You gain a +2 profane bonus to Bluff, Diplomacy, and Gather Information checks. In addition by talking to a single humanoid creature for 1 minute you may, 1/day plus 1/day per 3 vile feats you possess, work words of madness and despair into their psyche causing yourself to seem to be a deeply trusted friend even as you work a sense of depravity into their psyche. The target must make a Will save (DC 10 + ½ character level + Charisma modifier) or be affected as if by Charm Person with an indefinite duration. Each day they may make this Will save again to end this effect. While under this effect the target suffers from a random mild depravity. If it lasts for a whole day they begin to suffer from a 2nd mild depravity. On the next day a moderate depravity is added, then on the 4th a 2nd moderate depravity. On the 5th and 6th day a severe depravity is added. In addition every 3 days they remain under this effect they gain 1 point of depravity. A Restoration, Heal, or Greater Restoration spell immediately ends this effect.

You suffer a -1 penalty to Will saves as your own delusions grow in the shadows of your mind.

There are only so many ways to do mind-control.

maid and passive mindrape I cant stop smiling( my demon hunter getting even more complete every second

Zaydos
2016-02-09, 04:07 PM
Huh. Multipermissions are indeed a thing. And dad gum, are they ever. You do some sick stuff, Z.

You haven't steered me wrong yet. Let's see where you go from here. Multiwhatchamacallit granted. I anticipate (and deserve) greatness.

1) You are now a maneuver and a Vile feat, both cheat a bit. The maneuver is Lawful and Evil which is odd for Devoted Spirit, and also has a benefit which carries over multiple encounters which is plum odd for Martial Maneuvers. The Vile feat is just a stretch because...

2) It's suprisingly hard to make Lovecraftian feat for you, well ok, khadgar's would have worked for you, but hopefully this one does too even if it is less interesting and feels like cheating to call it a Thrall feat.

Red Fel
2016-02-09, 04:40 PM
1) You are now a maneuver and a Vile feat, both cheat a bit. The maneuver is Lawful and Evil which is odd for Devoted Spirit, and also has a benefit which carries over multiple encounters which is plum odd for Martial Maneuvers. The Vile feat is just a stretch because...

2) It's suprisingly hard to make Lovecraftian feat for you, well ok, khadgar's would have worked for you, but hopefully this one does too even if it is less interesting and feels like cheating to call it a Thrall feat.

Hoo nelly, let's have us a look-see.


Dream of Iron Rule (Red Fel)
Devoted Spirit/Star Dream [Compulsion, Evil, Lawful, Mind-Affecting]
Level: 9th
Prerequisites: 4 Devoted Spirit maneuvers, 4 Star Dream maneuvers
Initiation Action: Standard action.
Range: Melee attack.
Target: 1 creature.
Saving Throw: Will partial (see text).
Duration: Permanent (see text).

Your blade strikes into the very heart of your foe, phasing through their body to strike at their soul, seeking to bind it to your will.

When you use this maneuver choose to attack your foe's mind or body. If you attack their body this maneuver simply deals +50 damage and is not considered mind-affecting or a compulsion.

If you attack their mind this maneuver still deals +50 damage and the target must make a Will save (DC 19 + Cha modifier). If they succeed the bonus damage is negated and it affects them as an ordinary attack would. If they fail and the damage would be sufficient to kill them then they take no damage but are affected as if by a Dominate Monster spell cast by you (CL = IL if necessary) with a permanent duration. If they succeed on a save against an order against their nature this effect ends immediately, as does offering them an obviously self-destructive order. This is not a spell and cannot be dispelled, however if they are subject to the effects of a Protection from Evil or similar spell for 24 hours it is broken, and a Limited Wish, Wish, or Miracle spell cast solely for this purpose can end it immediately, as does a Mage's Disjunction.

This is a supernatural maneuver.

... You mean... You mean...

I get to be...

http://orig05.deviantart.net/a474/f/2012/241/4/b/loki_by_foxedpeople-d5cu7yn.gif

Tom Hiddleston?!


Pleasure of Corruption [Vile] (Red Fel)
Succumbing to your corruptive influence is oddly pleasurable, a taste leaving a creature permanently touched.
Prerequisites: Diplomacy 4 ranks, Corruption or Depravity Score of 4+, ability to cast spells or use spell-like abilities, and Servant of the Old Ones or Disciple of Darkness.
Benefit: When a creature fails a saving through against Charm or Compulsion spell you cast they feel a strangely maddening pleasure. If they have less depravity than ½ your Charisma score they gain a point of depravity. In addition you gain a +2 circumstance bonus to Bluff and Diplomacy checks against any creature which has ever failed a Will save against a Charm or Compulsion spell you have cast and they suffer a -2 penalty to future saving throws against such spells.

I feel like this is cheating somehow. Mostly in that it really could have just been a Vile feat (swap out the Servant/Disciple prereq with Spell Focus (Enchantment) and remove the Taint bit. Still it lets you corrupt. It makes obedience pleasurable, weakening their will and making them more likely to listen to you when you tell them you did nothing, because they oh so want to believe you. Works best with Heroism, it's technically Will negates :xykon: and when they choose to fail to gain the benefits... well. Mechanically it's a bit minor, drive people slightly crazy but not going to change the tide of combat and actually makes using it on your allies less of a good idea, but it helps if you meet up with someone again or have to deal with people dispelling your domination or Charm and it stacks with Spell Focus/Ability Focus.

First off, your naming conventions are delicious.

Second, compliance will be rewarded (http://www.giantitp.com/forums/showthread.php?448542-Compliance-Will-Be-Rewarded-A-Guide-to-Lawful-Evil).

It's like you know me!

illyahr
2016-02-09, 05:16 PM
Psalm of Madness [Bardic Music, Vile] (illayhr)
You sing a song of praise and glorification of all those things that whisper to your mind and all the horrid delusions that writhe in your brain.
Prerequisites: Bardic Music, Servant of the Old Ones, Perform 6 ranks, Depravity 1+.
Benefit: When you use bardic music you may instead sing a Psalm of Madness. This functions the same but any creature hearing you sing suffers 1 point of Wisdom damage per round, once a creature has this song for 5 rounds in a row they become immune to Wisdom damage inflicted this way (even by other psalms of madness) for 2 days. A creature is not aware of this effect unless they succeed on a Will save (DC 10 + 12 Bard level + Cha modifier). In addition any creature which listens to this song for 5 rounds and has less depravity than you gains 1 point of depravity.
Your Inspire Courage (if any) is also irrevocably altered. It no longer has any effect on creatures with a depravity score of 0. It functions normally for creatures with Mild Depravity. For creatures suffering the effects of Moderate Depravity, or which possess the Evil subtype or Undead type, its bonus to saves now applies to all mind-affecting effects and not merely charm and fear. For creatures with Severe Depravity it now grants immunity to Compulsions and Fear and have the other bonuses increased by +1.

Psalm = Song of praise (usually religious). Do I need to say more for why this was made?

Oooooh, very dark and evil. Let the depraved music corrupt your soul. Whoa, that was weird. :smallbiggrin:

caledscratcher
2016-02-09, 05:24 PM
I approve of kaijin magic!! :D

Zaydos
2016-02-09, 05:34 PM
Hoo nelly, let's have us a look-see.

... You mean... You mean...

I get to be...

Tom Hiddleston?!

Well... Loki does fit right into the Winter Court of the Fae (which is unsurprising since a good chunk of our faerie lore comes from Norse mythology).


First off, your naming conventions are delicious.

Well they should be, they're made of peanut brittle after all.


Second, compliance will be rewarded (http://www.giantitp.com/forums/showthread.php?448542-Compliance-Will-Be-Rewarded-A-Guide-to-Lawful-Evil).

It's like you know me!

Have not actually read any of the alignment guides besides the True Neutral one and skimming the Dere one. I JUST HAPPEN TO KNOW LAWFUL EVIL.


Oooooh, very dark and evil. Let the depraved music corrupt your soul. Whoa, that was weird. :smallbiggrin:

EMBRACE IT. IT'LL FEEL SO GOOD. I mean don't give in to the music of the spheres and its sweet seduction, it is a false path of damnation and chaos, listen instead to the sweet sussurus of the draconic mother. Don't hurt me Five-Headed One.


I approve of kaijin magic!! :D

Glad to hear it.

Eno Remnant
2016-02-09, 07:13 PM
Remnant of Sanity [Psychic, Vile] (Eno Remnant)
Your mad gods have seen fit to leave you with a remnant of your sanity to better serve them. Weaving it into the psychic force of your mind you hold your will in place, releasing yourself into madness when mentally threatened.
Prerequisites: Servant of the Old Ones, Cha 13+.
Benefit: When you make a Will save against a mind-affecting effect you may expend your psionic focus to add your Charisma modifier to your saving throw.

While you maintain your psionic focus you suffer none of the disadvantages of your depravities.

So I heard you like Charisma to saves. Other than that, just your name (and psionic because ol' Cthu likes him some psionics).

...

Heh. Heheh. Heeheehee. Hahahahahahaha! MWAHAHAHAHAHAHAHAHAHA!

https://media3.giphy.com/media/L87iIzGlzEoyk/200_s.gif

Magnificent. Finally, a feat that truly reflects the man behind the character! With this power, fuelled by my Wild Talent, I shall be unstoppable!

10/10, this feat is crazy good. Mad props for the insanely good job.

NeoPhoenix0
2016-02-09, 07:17 PM
Step of the Silver Key [Vile] (NeoPhoenix0)
You move out of phase with the world your steps carrying you between worlds seeming to flicker in and out of existence as you move.
Prerequisites: Servant of the Old Ones, 1 other feat with Servant of the Old One as a prerequisite, 5 ranks in Knowledge (arcana) and Knowledge (the planes).
Benefit: As a free action you may take 2 Wisdom burn which cannot be prevented or reduced in any way, to gain the benefits of Freedom of Movement until the end of your turn, except that it does nothing to allow you to move while paralyzed or immobilized (see Tome of Magic) and does not allow you to escape grapples. You seem to flicker in and out of existence as you move, actually teleporting extremely short distances, and any attacks made against you while you are moving suffer a 50% miss chance. This ability has no effect if you are under the influence of dimensional anchor or in an area where teleportation is impossible.

FoM is a 40k magic item, this is worse, and comes with a pair of costs (prereqs and Wis burn), but can be used once or twice a day to get you out of critical difficulties.

Nice, so basically while this is active you are shifting through the world instead of moveing in a normal sense. I feel I shouild know what FoM is. It sounds like it could be chaos or eldar related.

Zaydos
2016-02-09, 07:23 PM
...

Heh. Heheh. Heeheehee. Hahahahahahaha! MWAHAHAHAHAHAHAHAHAHA!

Magnificent. Finally, a feat that truly reflects the man behind the character! With this power, fuelled by my Wild Talent, I shall be unstoppable!

10/10, this feat is crazy good. Mad props for the insanely good job.

Wild Talent? Old Cthu likes him some psionics (http://www.giantitp.com/forums/showthread.php?447399-To-Serve-the-Ancient-Ones-%28Vile-Feats-3-5%29&p=19903031#post19903031), I mean it comes at a price, but 4 more PP if you ever have need.


Nice, so basically while this is active you are shifting through the world instead of moveing in a normal sense. I feel I shouild know what FoM is. It sounds like it could be chaos or eldar related.

FoM = me abbreviating Freedom of Movement since it's a pain to type out, a ring of which is 40,000 GP (http://www.d20srd.org/srd/magicItems/rings.htm#freedomofMovement). The ring is better, and that's why the cost of the feat might be too high, but this comes online a whole lot sooner and is still >5% WBL at 20th (it's 20% at 15th). Might reduce the cost to 1/round since I removed escaping Grapples and without it the ability is a whole lot more niche.

NeoPhoenix0
2016-02-09, 07:53 PM
FoM = me abbreviating Freedom of Movement since it's a pain to type out, a ring of which is 40,000 GP (http://www.d20srd.org/srd/magicItems/rings.htm#freedomofMovement). The ring is better, and that's why the cost of the feat might be too high, but this comes online a whole lot sooner and is still >5% WBL at 20th (it's 20% at 15th). Might reduce the cost to 1/round since I removed escaping Grapples and without it the ability is a whole lot more niche.

I see, I misinterpreted your sentence and thought you were making a warhammer 40k reference.

Draconium
2016-02-09, 08:00 PM
Maddening Breath [Vile] (Draconium)
Your breath carries your madness with it, a corruptive force which infects the mind and drives your foes to madness.
Prerequisites: At least 2 points of depravity, Constitution 13+, Charisma 13+, you must possess a breath weapon, Servant of the Old Ones.
Benefit: When you use your breath weapon you may elect to release a maddening breath. All creatures damaged by your breath weapon suffer 1 point of Wisdom damage per 2 dice of damage dealt by your breath, if they succeeded on a save to reduce the damage dealt by your breath weapon this Wisdom damage is reduced as well. In addition any creature damaged by your breath weapon suffers 1 point of depravity, this never dazes or stuns the creature. Once you have used your maddening breath you cannot use it again for 1d4+1 rounds even if you could use your breath weapon more quickly; if you use multiple breath weapons at once (pyrohydra, fivefold breath of Tiamat) your Maddening Breath only applies to one of those breath weapons. If you use an ability that adds a second type of damage to your breath weapon use only the dice of your base breath weapon.

You suffer a -1 penalty to Wisdom checks and Wisdom based skill checks.

Rather hamfistedly tried to fix the issues of Five Fold Breath and Breath Weapon Admixture giving high level DFA's 25 Wis damage (too much) and the same to high CR dragons (ok 24, and potentially less) while not stopping you from benefiting from the little +1d bonuses you can pick up. Still for a dragon ads enough Wis damage to be worth it as a debuff (12 on a non-white great wyrm) so that next turn they can cast a Will save or lose to a meaningful effect (usually their DCs are on the low side) and potentially even making their breath a save or lose against the weak willed (Maximize Breath potentially makes it a save or die already, and a few dragons have save or lose breaths to begin with). Meanwhile a DFA can get 5 Wis damage once (maybe twice) a combat which makes it a fairly useful debuff if coupled with a character that targets Will without making it a huge thing that will single-handedly win the battle.

It's... beautiful. Simply beautiful. Not so strong as to be unfair, but still an effective debuff. I do absolutely love breath weapon effects... Though I find it rather funny that it targets the ability that I tend to use as my dump stat most often. :smalltongue:

Zaydos
2016-02-09, 08:20 PM
Red Fel, the Prince of Imps

Vestige Level: 3rd.
Binding DC: 22

Although only a lesser member of the Infernal Court compared to the Lords of the Nine, as a unique arch fiend of Baator Red Fel is able to offer soulbinders the ability to draw upon a fraction of his power as an Infernal Pact (http://www.giantitp.com/forums/showthread.php?329799-Infernal-Pacts-Or-Binding-the-Lords-of-the-Nine-%28New-Vestiges%29&p=16943553#post16943553).

Red Fel, known as the Prince of Imps, and the Silver Corrupter, is one of the demonic nobles (merely a count not a true prince) of Nessus, the 9th Pit of Baator. As the fiend in charge of oversight of one of the primary varieties of diabolic corrupters Red Fel always keeps keen observations on chances to corrupt. As such he is particularly keen to offer his services to creatures which are neither Lawful nor Evil.

Manifestation: Red Fel does not appear himself, instead an imp forms over the seal, floating there only partially summoned. It is this imp’s sole purpose to act in these negotiations for its master, making the pact in his stead.

Sign: Your hair vanishes leaving you bald even as your skin takes on a reddish tint like that of an imp’s, your ears extending into points.

Influence: While under Red Fel’s influence you find violence as something to be disdained, and must attempt to talk you way past any obstacle before resorting to such contemptuous methods.

Granted Powers: Red Fel grants you the ability to make your words worm into the minds of foes, access the information of diabolic spy networks, invoke ancient pacts of protection, and gain rewards for acts of mercilessness and evil.

Imp’s Whispers: While Red Fel is bound you gain the ability to offer a creature a suggestion. This function as the spell (http://www.d20srd.org/srd/spells/suggestion.htm) of the same name except that it lasts only 1 minute per level instead of 1 hour per level. If a creature successfully saves against this effect they become immune to your Imp’s Whispers for 24 hours. This is a mind-affecting compulsion. Once you have used this ability you must wait 5 rounds to use it again.

Obedience is Rewarded: Whenever you perform an evil act with the self-justification that the ends are worth the deed you gain a +1/5 EBL (min +1) morale bonus to attack rolls and saving throws for 2 hours or until this pact ends. Torturing an unwilling and unsuspecting victim just to fuel this ability so you can save some peasants counts. I killed those baby goblins so I could kill the dragon and save the princess, her life is more valuable than theirs, she has the power to sway the country and avert civil war.

Whispers of Knowledge: In addition to being the corruptors of Hell, imps comprise a large part of their spy services. While Red Fel is bound you gain a +6 competence bonus to Knowledge (local), Knowledge (nobility and royalty), Knowledge (religion), and Knowledge (the planes) checks and may make such checks untrained.

Safety in Technicality: You are protected by ancient pacts. As long as you have not directly acted to attempt and damage or kill a creature (including ability damage or anything that reduces a target’s ability scores, max hp, or directly offers them penalties to AC or any sort of rolls) within the last 24 hours, you gain a +1/5 EBL (min +1) profane bonus to AC against their attacks. Ordering another creature to harm them is not directly attempting to harm them.

Eldest
2016-02-10, 12:57 AM
So question about Code of Tawil At-U’mr, does it counter the spell it modifies? I don't honestly think it's unreasonable for it to.
(it is wonderful as well, by the way, I'm just exhausted and have a really hard time expressing liking things at the best of times)

Zaydos
2016-02-10, 01:03 AM
General Note: Additions to this thread may slow for a bit as I'm going to reopen the requests thread tonight or tomorrow. illyahr that's where to ask to be made into a vestige, or anything else in general.


I see, I misinterpreted your sentence and thought you were making a warhammer 40k reference.

Yeah, I realized. My knowledge of Warhammer is pretty limited to be honest.


It's... beautiful. Simply beautiful. Not so strong as to be unfair, but still an effective debuff. I do absolutely love breath weapon effects... Though I find it rather funny that it targets the ability that I tend to use as my dump stat most often. :smalltongue:

Wis is a very, very common dump stat, Core Charisma has nice RP uses which makes it hard to dump but Wis is better thanks to Will saves, late 3.5 and Charisma is just better.


So question about Code of Tawil At-U’mr, does it counter the spell it modifies? I don't honestly think it's unreasonable for it to.
(it is wonderful as well, by the way, I'm just exhausted and have a really hard time expressing liking things at the best of times)

Yes it does. Added a bit to clarify.

NeoPhoenix0
2016-02-10, 01:40 AM
General Note: Additions to this thread may slow for a bit as I'm going to reopen the requests thread tonight or tomorrow. illyahr that's where to ask to be made into a vestige, or anything else in general.



Yeah, I realized. My knowledge of Warhammer is pretty limited to be honest.

oo, I don't think I was ever a vestige, I'll keep an eye out. I like how otherworldy and alien the vestiges are.

Also, my knowledge of 40k is mostly limited to necrons, which used to be technologically advanced zombie terminators in space. Now they're just mustache twirling robots with strange issues, but at least their technology is so advanced that they might shatter the laws of the universe more than the eldar and chaos with all that "psionic" (totally not magictm) power.

Illven
2016-02-10, 03:06 AM
Yeah. My Special forces squads will love these plasma rifles! :smallbiggrin:

Question, when you say it attacks incorporeal creatures as corporeal. Does that mean it just ignores miss chance. Or do the incorporeal creatures lose their deflection bonus for that attack?

Zaydos
2016-02-10, 03:13 AM
oo, I don't think I was ever a vestige, I'll keep an eye out. I like how otherworldy and alien the vestiges are.

Also, my knowledge of 40k is mostly limited to necrons, which used to be technologically advanced zombie terminators in space. Now they're just mustache twirling robots with strange issues, but at least their technology is so advanced that they might shatter the laws of the universe more than the eldar and chaos with all that "psionic" (totally not magictm) power.

Mine is mostly "I know some of the names, and enough of Michael Moorcock to make people think I know more than I do".

And it's up :smallwink:


Yeah. My Special forces squads will lose these plasma rifles! :smallbiggrin:

Question, when you say it attacks incorporeal creatures as corporeal. Does that mean it just ignores miss chance. Or do the incorporeal creatures lose their deflection bonus for that attack?

I had meant to change that to reference ghost touch so I'll just go ahead and do that to clarify. It just ignores the miss chance.

Red Fel
2016-02-10, 09:57 AM
Red Fel, the Prince of Imps

Oh, you naughty thing, you. I like this new Pact system of yours, and I really like the flavor of this. It fits so well - not an Evil Overlord in his own right, but rather an Evil Bureaucrat forwarding the cause of Evil Overlords everywhere, willing to cater even to those who aren't yet Evil Overlords. (Yet.) The powers are fantastic and entirely fitting - persuasion, knowledge, smug self-satisfaction and cosmically-recognized self-justification. Absolutely delicious.

Debihuman
2016-02-10, 11:18 AM
Great stuff Zaydos, and how did I not give a muli-permission for this? An oversight on my part I assure you. Permission granted.

Debby

Blackhawk748
2016-02-10, 06:37 PM
Vow of Violence [Vile] (Blackhawk)
You have sanctified yourself as a ritualistic implement to your dark master(s), your every act of bloodshed a profane prayer. Blood for the blood god.
Prerequisites: Servant of the Old Ones or Thrall to Demon, Profane Vow (Drow of the Underdark).
Benefit: Your every act of violence is a prayer and sacrifice to dark gods. Whenever you attack a creature with the intent to kill it you gain 2 ‘Offering Points’ if its CR = your character level, +1 per CR above that it is, and 1 Offering Point if it is 1 or 2 less than your character level. Whenever you kill a creature you gain 2 ‘Offering Point’ if its CR = your character level, +1 per CR above that it is, and 1 Offering Point if it is 1 to 6 less than your character level.

Once per combat you may spend ‘offering points’ to gain some benefit.
Spend 3 offering points as a swift action to gain ½ character level temp hp for 4 rounds.
Spend 4 offering points as a swift action to gain a +1 to hit for 4 rounds
Spend 4 offering points as a swift action to gain a +2 to damage for 4 rounds.
Spend 6 offering points as a swift action to gain the benefits of Improved Critical for 4 rounds.
Spend 7 offering points as an immediate action to re-roll an attack roll or saving throw.
Spend 8 offering points as a free action to recover 1 maneuver (it does not immediately become granted but is placed back into queue to be granted).
Spend 11 offering points to gain +4 Strength for 4 rounds.
Spend 14 offering points as free action to recover all maneuvers. If you have granted maneuvers you may select 1 to be granted immediately.

When you spend offering points you are momentarily seized by fury. Until the end of your next turn you may take no action not directly related to killing another creature.

As a secondary benefit when you kill a creature its soul is entangled by your dark master making it hard to revive them, requiring a DC 5 + your hit dice + your Charisma modifier Caster Level check to revive them with (if it is not a spell substitute appropriate level or Character Level). If this check fails they may try a higher level spell, but otherwise may not attempt the check again until they have gained 1 character level.

Unfortunately this dark service leaves its mark on your mind, and makes it difficult for you to peacefully interact with other creatures. You suffer a -3 penalty to Diplomacy and Gather Information checks, and a -1 penalty to attack rolls, saving throws, and skill and ability checks for 1 hour whenever you resort to non-violent means other than intimidate to deal with an enemy.

Special:As part of this vow you swear to your dread master that you will murder in their name. Once per week you must kill a sapient creature that has done you no harm and which you gain no benefit in killing save serving your dark master’s will. If you do not attempt to do so you lose all access to this feat. If you fail to do so but made the attempt you lose all access to this feat until you atone.

You seem to have a thing for the Blood God and martial combat so something for the Blood Knight archetype only thing in this batch you can qualify for without serving Eldritch Abominations.

http://vignette3.wikia.nocookie.net/sailormoon/images/3/30/Squee.gif/revision/latest?cb=20140821235454

...I mean....BLOOD FOR THE BLOOD GOD!!!!

http://49.media.tumblr.com/b124b97f9939b6d08176b0e9ec7151f2/tumblr_nxoirdYHvP1sbqrlmo2_500.gif

Also do you play 40k? Cuz those offering points are really reminding me of Khorne Daemonkin Blood Tithe points. Thats in a good way of course.

Illven
2016-02-10, 08:15 PM
I just noticed. My summon bigger guns spell, isn't evil aligned.

Deliberate or accidental?

Zaydos
2016-02-10, 08:24 PM
Oh, you naughty thing, you. I like this new Pact system of yours, and I really like the flavor of this. It fits so well - not an Evil Overlord in his own right, but rather an Evil Bureaucrat forwarding the cause of Evil Overlords everywhere, willing to cater even to those who aren't yet Evil Overlords. (Yet.) The powers are fantastic and entirely fitting - persuasion, knowledge, smug self-satisfaction and cosmically-recognized self-justification. Absolutely delicious.

Thank you. I never did get around to making Abyssal Lors as ones, did make various non-archfiends but they were... poorly done.


Great stuff Zaydos, and how did I not give a muli-permission for this? An oversight on my part I assure you. Permission granted.

Debby

I'll add you to the OP might be a bit, though because things.


...I mean....BLOOD FOR THE BLOOD GOD!!!!

Yes, yes, blood for the blood god.


Also do you play 40k? Cuz those offering points are really reminding me of Khorne Daemonkin Blood Tithe points. Thats in a good way of course.

Nope. Most of my info is just general osmosis and a vague 'it's probably close enough to the sillier bits of Michael Moorcock's stuff'.


I just noticed. My summon bigger guns spell, isn't evil aligned.

Deliberate or accidental?

Deliberate. I mean you have to be Evil aligned to cast spells with a Thrall component anyway unless you manage to get a Vile feat without being Vile, but... well if I ever decide to stat out the Elder Race they'll be able to cast 'em without being evil or taking the feat.

Illven
2016-02-11, 03:06 AM
Deliberate. I mean you have to be Evil aligned to cast spells with a Thrall component anyway unless you manage to get a Vile feat without being Vile, but... well if I ever decide to stat out the Elder Race they'll be able to cast 'em without being evil or taking the feat.

You can be an Elan. Elan's are abberation's I think.

Zaydos
2016-02-11, 03:09 AM
You can be an Elan. Elan's are abberation's I think.

They are. I'd forgotten I'd just allowed all aberrations to cast them. I suspected, I was just too lazy to check. My basic assumption was I had, I would eventually make an aberration PC race which could, or would make a feat to allow them to... though I need to add the evil tag to some of the khadgar spells (anything that directly causes taint is going to get tagged Evil).

Illven
2016-02-11, 03:15 AM
They are.

ELANS WITH PLASMA RIFLES!

Would monkey grip let me dual wield them?

(No I don't care it's probably a bad idea, that is just too much awesome to pass up.)

Zaydos
2016-02-11, 03:25 AM
ELANS WITH PLASMA RIFLES!

Would monkey grip let me dual wield them?

(No I don't care it's probably a bad idea, that is just too much awesome to pass up.)

3.0 Monkey Grip - yes.

3.5 Monkey Grip - no.

3.0 let you wield 2 handed weapons 1 handed.

3.5 lets you wield weapons made for creatures 1 size category larger than you. So would allow halflings to wield them.

NeoPhoenix0
2016-02-11, 03:53 AM
strongarm bracers mic 139 should work. they let you wield weapons as if you are one size bigger which means you can dual wield weapons that are normally two-handed for you as long as you take a -2 penalty to hit in addition to dual wielding rules.

Zaydos
2016-02-11, 01:41 PM
Put them on a guy who is good at dual wielding and you've got -4 or -6 to hit with range touch (so at least +4 on your worst attack) and 7 or 8 x 3d6 damage a burst. Of course it's probably not worth it at that point unless 1 the enemy doesn't have electricity resistance and 2 the enemy is somehow resistant to the dual-wielders attacks.

Now I wonder if you could make a Swift Hunter who used them.

BasketOfPuppies
2016-02-29, 08:40 PM
Hey Zaydos would you mind making something about me? I'm a high school student and very into Theatre. I also game in my off time. I prefer RPG's onscreen and strategy games tabletop. I play Magic, where I mainly enjoy playfully aggravating opponents rather than "winning" in the traditional sense. I am not a fan of social norms and often go against them. I'm an ok singer and love acting. In D&D I like finding obscure material that allows me to gain an advantage.

I give permission. If you'd like more info just ask.

(Please tell me if I've committed a faux pas. I only glanced over the thread due to some time constraints on my part)

Beelzebub1111
2016-03-21, 11:46 AM
This is really interesting. I guve my permission for...something. anything, really. You've gmed for me a couple times, you've rated my classes, you've seen my characters. But mostly I'm curious how other people see me.

spikeof2010
2016-03-21, 01:38 PM
Did I give permissions? I do if I didn't before.

ThePurple
2016-03-21, 04:20 PM
I have to wonder what, if anything, you could do with me, not only because I do 4e (yes, yes, stone the heretic; get it over with) but because most of what I do is GMing and/or back end stuff (tweaking the system in order to create a more balanced/functional/elegant system).

Zaydos
2016-08-28, 11:32 PM
Alright, I now declare this thread re-open in full. I will hopefully get around to Beelzebub, spike, BoP, and ThePurple if they're still interested, or anyone else still interested.

That said I can't just go 'I re-open' this thread. I need to add some material. Otherwise it's just attention begging and necromancy, and not homebrewin'. So here we go...

New (Doomsayer) Invocation (caledscratcher)

Curse of Cooties
Least Invocation
Effective Level: 2nd
School: Conjuration (summoning).
Path: Cosmic, Plague (Malison).
Casting Time: Standard action.
Range: Close.
Target: 1 creature.
Duration: 1 round/caster level.
Saving Throw: Fortitude partial.
Spell Resistance: Yes.
Truename: Yes.

Your word calls to this plane, and magically empowers and enrages, a parasitic life form from the Realms of Madness known to only the greatest of sages, and the youngest of children, the creatures known as cooties. This spell summons a web-like mass of the writhing creatures, invisible to normal sight, except that of prepubescents (or those who can see invisibility); to such the horrible creatures look like some strange mixture of centipede, squid, painting, and malice. To successfully strike your target with this net requires a ranged touch attack roll. If you miss the cooties lacking a host instantly vanish. If you hit they instead begin to burrow into your target. Roll 1d8. On a 1 the cooties attack the target's joints; they suffer a -4 penalty to Dexterity and an additional -2 penalty to AC and Reflex saves for the duration; a successful Fortitude save halves these penalties. On a 2 the cooties attack the target's bones causing them to suffer a -4 penalty to Constitution and each type of damage reduction they possess (if any) is reduced by your caster level (max -10); a successful Fortitude save halves this Constitution penalty and the DR reduction (max -5 once halved). On a 3 the cooties attack the target's flesh dealing 1d6 + 1d6/5 caster levels damage per round. On a 4 the cooties attack the target's muscles causing the target to suffer a -4 penalty to Strength and an additional -1 penalty to attack and damage with melee and thrown weapons, a successful Fortitude save halves the strength penalty and negates the attack penalty (the damage penalty remains). On a 5 the cooties attack the target's eyes blinding them for the duration, a successful Fortitude save reduces this to merely being dazzled. On a 6 the cooties attack the target's very spirit causing the target to suffer a -4 penalty to Charisma and a -2 penalty to Caster Level for the duration, a successful Fortitude save halves these penalties. On a 7 the cooties attack the target's mind causing the target to suffer a -4 penalty to Intelligence and Wisdom and each round they must roll 1d6 on a 1 they attack the nearest creature to the best of their capabilities whether they are friend or foe (familiars count as part of their master for this purpose), a successful Fortitude save halves these penalties and negates the chance of random attacks. On an 8 the cooties attack the target's blood swimming in the blood stream causing them to be sickened, the target is allowed a Fortitude save each round and each round they succeed they are not only not sickened for that round but the spell's duration is reduced by 1.

The cooties do take time to borrow into the flesh of their target. However they are monstrous vermin from beyond the realms of sanity, fire does nothing to them, nor does acid or cold. If in the first round after they are struck by this effect the target is struck by force, electricity, or sonic effects which would deal damage equal to twice your caster level, the cooties are destroyed; area of effect abilities count their damage as double for this purpose and the damage can be resisted by energy resistance or immunity, but not by reflex saves (use pre-energy resistance but post reflex damage). Alternatively a creature may attempt to, as a full round action, scrape the cooties off the target, this requires a successful Reflex save with a DC 5 higher than the initial DC for this invocation.

Truename Effect: The cooties spread throughout the victim, roll twice and use both results (if both die have the same result the effects do not stack and this truename has no effect).

Invocation of the Anexichnai's Madness
Greater Invocation
Effective Level: 4th.
School: Enchantment (Compulsion).
Path: Cosmic.
Casting Time: Standard action.
Range: Close.
Target: 1 creature.
Duration: Up to 1 round/caster level.
Saving Throw: Will Negates.
Spell Resistance: Yes.
Truename: Yes.

You utter a simple riddle or question in truespeak, letting it drift into your target's mind and take root there. The target must make a Will save, if they fail they become infected with the riddle. The target becomes unable to take any actions other than standard actions to attempt an Intelligence check (DC 10 + your Charisma to a maximum DC of 20) to solve the riddle or move up to half their speed as a move action. If the target succeeds on their Intelligence check they may then act normally and the spell ends. If a creature has less than 1/2 as many hit points at the beginning of their turn as they had at the end of their previous turn they may attempt another Will save at a +2 bonus against this effect. A creature under this effect is not helpless, and is not denied their Dexterity bonus to AC (although they may not use immediate actions to defend themselves).
Truename Effect: With a riddle designed especially for the target it is harder to solve, the Intelligence check required is DC 15 + your Charisma modifier to a maximum DC of 30.

Beelzebub1111
2016-08-29, 05:21 AM
Yeah, I'm still interested in this. Still curious.

PapaQuackers
2016-08-29, 05:45 AM
I give permission.


As a little glimpse into my personality: I'm training to be a paramedic, I love the concept of the gish and gigantic swords, I'm a pretty patient guy, and I make very impulsive last minute decisions.

Zaydos
2016-08-29, 02:55 PM
Yeah, I'm still interested in this. Still curious.

I blame the Juicer.

New Distilling Feats (Beelzebub1111)

Brew Dullahan Stout (Intoxicanter)
Dullahan Stout is considered a heavy drink even by dwarves, and the best drink by orcs. Of course only a master brewer can make true Dullahan Stout, and that dark ale is a drink of blood and madness. Heavy of taste, and heavier of impact a single mug is enough to drive even hardened warriors to blood madness.
Prerequisites: Liquid Courage class feature.
Benefits: You may create Dullahan Stout. This is done as part of the same 1 hour distilling process as creating your medicinal alcohol (or a 1 hour distilling process of its own) and you may distill up to your character level in doses of Dullahan Stout, but each dose you distill costs you one distilled dose of either Medicinal Alcohol, Liquid Courage (or an ACF that replaces it), or Distilled Vitality. A creature which drinks a dose of Dullahan Stout enters a form of madness for 1 minute per 4 character levels you possess even as a red ring of flushed skin seems to form around their throat like the scar from a hangman's noose. They lose all sense of pain, gaining immunity to effects based purely on pain, and are prone to recklessness. During this duration they gain a +4 untyped bonus to Constitution, but are not aware of the exact amount of damage they receive (a DM should keep track in secret telling the PC if it would knock them out) only having vague awareness (less than or greater than one half, one fourth, or three fourths). The war-like madness means they gain immunity to fear, and any fear effect currently affecting them is suppressed, a +2 morale bonus to all Will saves, and attack and melee damage, this bonus increases by +1 for attacks made with a Spinal Blade or by +2 for such attacks if your character level is 16 or higher, but suffer a -8 penalty to Intelligence-, Wisdom-, and Charisma-based skill checks other than Intimidate. In addition the madness in their eyes is frightening to behold granting them a +6 alchemical bonus to intimidate checks. All these effects last for only duration of that madness (at the end of which the player becomes aware of their current hp total once more). A creature is allowed a Fort save (DC 10 + 1/2 character level + Cha modifier) to resist these effects if it so chooses (on a success it ignores both benefits an penalties); saving throw bonuses against poison, or poison immunity, apply to Dullahan Stout, although a living creature with poison immunity can choose to allow the drink to affect them. Like Medicinal Alcohols, Dullahan Stout loses its potency 24 hours after its creation. Drinking a dose of Dullahan Stout is considered the same kind of action as drinking potion, or it may be used as part of a Drunken Master’s Drink like a Demon ability (in which case they gain its effects in addition to the effects of that ability).

Refine 'Juice' (Intoxicanter)
Not all intoxicants are good for you, and some drinks have dangerous poisons in trace amounts, but you have taken it a step further, you have learned how to refine a poison down to its essential essence.
Prerequisites: Medicinal Alcohol class feature, Craft (Poisonmaking) 9 ranks.
Benefit: You may refine poisons. This is done as part of the same 1 hour distilling process as creating your medicinal alcohol (or a 1 hour distilling process of its own) and you may refine up to your character level in doses of poisons, but each dose you refine costs you one distilled dose of either Medicinal Alcohol, Liquid Courage (or an ACF that replaces it), or Distilled Vitality. Like a drink created through one of an intoxicanter's distillation abilities a poison refined this way only maintains this increased lethality for 24 hours, after which point it becomes an ordinary poison. Refined poisons have their initial and secondary damage increased by 1 die size, if one of these does not deal ability damage or drain, or hit point damage, and thus does not have die sizes of damage it gains 1d2 Con damage. In addition the saving throw DC to resist the poison is increased by +4 if it only deals Str, Dex, Int, Wis, and/or Cha damage and has no other effect, or +2 if it deals Constitution damage or has other more exotic effects, to a maximum of 10 + 1/2 your character level + your Charisma modifier.

Tarocchi Pop (Intoxicanter)
Sometimes one adventures with small children, or sometimes one simply needs to serve them something, and for some reason the moral guardians of the world frown upon serving children alcoholic intoxicants. For those cases Intoxicanters have created tarocchi pop. Replacing alcohol with unhealthy doses of caffeine and sugar it is all but guaranteed to send children jumping off the walls and straight into monsters. Tied with the ancient and mysterious magic of the tarot, it can provide a variety of effects which even the creator cannot foresee until they are made. Flavor varies by arcana.
Prerequisites: Knowledge (arcana) 7 ranks, Medicinal Alcohol.
Benefit: You may create Tarocchi Pop. This is done as part of the same 1 hour distilling process as creating your medicinal alcohol (or a 1 hour distilling process of its own) and you may distill up to your character level in doses of Tarocchi Pop, but each dose you distill costs you one distilled dose of either Medicinal Alcohol, Liquid Courage (or an ACF that replaces it), or Distilled Vitality. When you create Tarocchi Pop roll 1d12 for each dose made, this determines what flavor has been created. On a 1 it is Magician, and drinking it grants the imbiber a +1 to Caster Level for all spells and spell-like abilities for 1 minute/2 character levels you possess; if they are a Magical Girl (http://www.giantitp.com/forums/showthread.php?357356) with the Magician aspect this bonus is increased to +2 and they gain a +1 to the save DCs of Evocation spell-like abilities granted by that class. On a 2 it is the High Priestess, and any creature drinking it heals 2d6 hp +1d6 hp per character level you possess; if the imbiber is a Magical Girl (http://www.giantitp.com/forums/showthread.php?357356) with the High Priestess aspect their Healing Touch pool is refilled by an amount equal to the amount your Medicinal Alcohol would heal. On a 3 it is the Chariot, and any creature drinking it gains a +2 morale bonus to attack and (weapon) damage for 1 minute/2 character levels you possess, and a +2 dodge bonus to AC; if the imbiber is a Magical Girl (http://www.giantitp.com/forums/showthread.php?357356) with the Chariot aspect the morale bonus to attack and damage is increased by +1. On a 4 it is Strength and any creature drinking it gains a +4 morale bonus to Strength for 1 minute/2 character levels you possess and their carrying capacity is doubled for 10 times that duration; if the imbiber is a Magical Girl (http://www.giantitp.com/forums/showthread.php?357356) with the Strength aspect they may treat a medium or heavy load as if it were a light load for the duration. On a 5 it is Temperance and it gives you wings, literally granting the imbiber wings of luminous energy which provide light as a torch and allow flight at their land speed with good maneuverability for 1 minute/2 character levels; if the imbiber is a Magical Girl (http://www.giantitp.com/forums/showthread.php?357356) with the Temperance aspect it instead gives them a +20-ft enhancement to their fly speed, a +2 dodge bonus to AC, and a +2 morale bonus to Reflex saves when flying. On a 6 it is the Wheel of Fortune, for 1 minute/2 character levels each round the imbiber rolls 1d4-1 and gains a morale bonus to attack rolls, saving throws, skill and ability checks, and an equal dodge bonus to AC for 1 round, if your character level is 15 this increases to 1d6-1; if the imbiber is a Magical Girl (http://www.giantitp.com/forums/showthread.php?357356) with the Wheel of Fortune aspect they do not suffer a -1 on the roll gaining a 1d4 (or 1d6) bonus instead. On a 7 it is the Sun and the drinker gains the ability to Turn Undead as a cleric of your character level (but using their Charisma) once during the next 10 minutes/2 character levels you possess; if the imbiber is a Magical Girl (http://www.giantitp.com/forums/showthread.php?357356) with the Sun aspect undead which would be turned are destroyed instead. On an 8 it is the Star and the imbiber gains the benefits of the haste for 1 round/character level you possess; if the imbiber is a Magical Girl (http://www.giantitp.com/forums/showthread.php?357356) with the Star aspect they also regain 2 uses of the Star aspect ability. On a 9 it is the Moon and the imbiber gains a luck bonus to Hide and Move Silently checks equal to 1/2 your character level for 1 minute/2 character levels you possess; if the imbiber is a Magical Girl (http://www.giantitp.com/forums/showthread.php?357356) with the Moon aspect they also gain a +1 luck bonus to all other skill and ability checks, as well as attack rolls, AC, and saving throws. On a 10 it is the Hierophant and the imbiber gains a +1/4 character levels you possess resistance bonus to saving throws and a deflection bonus to AC against attacks and effects of evil creatures (if you are Good or Neutral) or good creatures (if you are Evil), Spell Resistance 10 + your character level against spells (and spell-like abilities) of evil creatures (if you are Good or Neutral) or good creatures (if you are Evil), and if you are good or neutral any evil creature which successfully strikes them in melee must make a Fortitude save (DC 10 + 1/2 your character level + your Cha modifier) or be blinded until the start of their next turn, if you are evil any good creature which successfully strikes them in melee must make a Fortitude save or be nauseated and sickened until the start of their next turn, these benefits last 1 round/character level you possess; if the imbiber is a Magical Girl (http://www.giantitp.com/forums/showthread.php?357356) with the Hierophant Grand Destiny they gain a +2 to caster level of the spell like abilities it grants them for this duration. On an 11 it is the Empress and the imbiber gains a +4 morale bonus to Charisma, and an additional +4 morale bonus to Bluff, Diplomacy, Gather Information, and Intimidate for 1 minute/2 character levels; if the imbiber is a Magical Girl (http://www.giantitp.com/forums/showthread.php?357356) with the Empress Grand Destiny these bonuses are increased to +6. On a 12 it is the Lovers and the imbiber gains a dodge bonus to AC and morale bonus to saving throws equal to the number of allies adjacent to them for 1 minute/2 character levels you possess; if the imbiber is a Magical Girl (http://www.giantitp.com/forums/showthread.php?357356) with the Lovers Grand Destiny they share this benefit equally with their mentor and they and their mentor are always considered adjacent to each other for its effects. Drinking a dose of Tarocchi Pop is considered the same kind of action as drinking potion, or it may be used as part of a Drunken Master’s Drink like a Demon ability (in which case they gain its effects in addition to the effects of that ability).

*pants* That last one was more than initially expected.

Beelzebub1111
2016-08-29, 09:05 PM
WOW! I really like these. I can imagine a series of Japanese commercials for each variety of Tarocchi pop (or "たろちPOP!" as I imagine the syntax on the can) where a girl is attacked by a monster, she drinks the soda and turns into a magical girl related to the soda she drinks, like a Super Pink Mentos advertisement. Although It might be easier to read as a table than a really long thing. The Dullahan Stout has a really interesting flavor to it (pun intended) and I could see an adventure based on a Chaotic Evil intoxicanter of erythnul spreading around that drink in a slum to incite violence in the name of his god. As for the refined "Juice" it seems like a logical conclusion of distilling alcohol, to distill poisons. I like how they have synergy well with the other classes while not being worthless without them.

Zaydos
2016-08-29, 11:52 PM
I give permission.


As a little glimpse into my personality: I'm training to be a paramedic, I love the concept of the gish and gigantic swords, I'm a pretty patient guy, and I make very impulsive last minute decisions.

New Freelancer "Forbidden" Job (PapaQuackers)

Knight of Shivery (Water Crystal Job)

In theory a Freelancer when entering a Job is emulating another, or at least an archetype, but no one is sure exactly what a Knight of Shivery is supposed to be. Skilled in the use of a variety of swords, of the slashing variety primarily, and ice magic one must wonder due to their propensity to dress as penguins. Coupled with claims to follow the Code of Shivery, which even Freelancers who favor the role of Knight of Shivery cannot quite explain except that it demands ice themed puns, many simply dismiss them as insane. Still some sages claim they are emulating a now lost race of proud warrior penguins. Some go yet further indicating these penguins degenerated into blind, albino, cave penguins after losing a war with an ancient race from the antediluvian era. Many dismiss these sages, as well, as being insane.

http://940ee6dce6677fa01d25-0f55c9129972ac85d6b1f4e703468e6b.r99.cf2.rackcdn.c om/products/pictures/177249.jpg

Difficulty: This is just silly. I mean you gain penguin based powers. In addition it combines full progression magic, but with the weakness of always being ice themed though arguably wider afield in effect than Black or White Magic, with medium BAB (le gasp). However it lacks most traditional magic boosting passives of other magic using classes. Also did I mention it's just silly?

Command - Ice Arts

You gain access to the Ice Arts command. While primarily occupied with the 8 grades of Ice Magic it has certain abilities which are not Ice Magic. You may only use Ice Arts (including Ice Magic) if you are holding a weapon which is included in Grand Sword Proficiencies in at least one hand, these weapons will be called grand swords in the rest of this Job's description (except where the proficiencies are).

Ice Magic itself is a new form of Color Magic and follows the normal rules therein.

1st:
Ice Magic 1: You gain access to grade 1 Ice Magic spells. Ice Magic spells are the same list as Black and White Magic spells of the same grade. You may cast Ice Magic spells without suffering spell failure when wearing any armor you are proficient in.

2nd:
Ice Magic 2: You gain access to grade 2 Ice Magic spells.

Icy Rebuke (Su): As a standard action you may pay MP up to twice your Job level to make a single attack with a grand sword which deals +1d6 cold damage per MP spent.

3rd:
Ice Magic 3: You gain access to grade 3 Ice Magic spells.

4th:
Gelid Strike (Su): When you use Ice Blow for at least 5d6 damage you may pay an additional 1 MP to add 1d6 Dexterity damage to the effect, or 4 MP to add 2d6 Dexterity damage. A creature that is immune to cold is immune to Dexterity damage from this effect.

Cold Shoulder (Su): As an immediate action you may pay up to your job level in MP to gain a cover bonus to your AC or Reflex save equal to twice the MP spent against one attack or effect requiring a reflex save; if the attack or effect deals fire damage this bonus is halved (to equal the MP spent). You create a wall of ice which serves to intercept the attack.

5th:
Ice Magic 4: You gain access to grade 4 Ice Magic spells.

6th:
Grand Cold Shoulder (Su): This ability functions as ice shield but you may choose to have the shield rise up around one or more allies as well or instead of yourself. Each ally must be within range of your (aura) and you must pay 1 additional MP for each target beyond the first and 1 additional MP for every 10 ft away from you the furthest away target is.

Ice Magic 5: You gain access to grade 5 Ice Magic spells.

7th:
Ice Magic 6: You gain access to grade 6 Ice Magic spells.

8th:
Absolute Zero Slash: As a standard action you may make a single melee attack and pay an amount of MP equal to your target's hit dice. If you hit they must make a Fortitude save (DC 10 + Job level + Charisma modifier) or take cold damage equal to their maximum hit points (cold resistance and immunity apply), if they succeed they take cold damage equ.

Ice Magic 7: You gain access to grade 7 Ice Magic spells.

9th:
Ice Magic 8: You gain access to grade 8 Ice Magic spells.

10th:
Freeze Time: You gain the ultimate Ice Magic spell Freeze Time.

Inherent Abilities:
Combat Skill
Perfected Fortitude
Job HP Bonus: +2 hp/job level.
Grand Sword Proficiencies: Bastard Sword, Butterfly Sword, Elven Courtblade, Elven Thinblade, Falchion, Fullblade, Greatsword, Jovar, Khopesh, Longsword, Mercurial Greatsword, Mercurial Longsword, Scimitar, and Straightblade.
Medium Armor Proficiency.

Acolyte of the Tonberry Passive Abilities:

1st level:
Armor of Shivery (Su): Any armor you don metamorphs into a form of penguin-themed costumed armor for as long as you wear it. It retains its base material properties (chain shirt is still metal, hide is still a bunch of skins), any enchantments or masterwork (dwarvencraft, etc) property it might possess (+4 Ghost Touch armor retains +4 Ghost Touch), and its weight class (light armor is still light, heavy is still heavy), but except for those properties it is completely unrelated to the base armor (padded or leather is identical, full plate or half plate is identical).

The table below shows this armor's basic properties based upon weight class. In addition to normal armor traits Armor of Shivery grants the wearer cold resistance (shown on the table below), and a +2 bonus on Swim checks. The Armor Check Penalty from Armor of Shivery never applies to Swim checks.

ClassArmor BonusMax Dex BonusArmor Check PenaltyArcane Spell FailureWeightCold Resistance
Light+4+5+010%15 lb5
Medium+6+4-220%25 lb10
Heavy+9+3-425%40 lb15

For example Mithral Full Plate (+8 armor, +3 Max Dex, -3 ACP, 25% spell failure, 25 lb, counts as medium) would become Mithral Heavy Armor of Shivery (+9 armor, +5 Max Dex, -1 ACP, 15% spell failure, 20 lb, grants 15 cold resistance and +2 to swim, counts as medium armor).

Costs 4 slots to equip.

Cold Endurance: You gain Cold Endurance (Frostburn) as a bonus feat. Costs 2 slots.

2nd level:

Combat Skill.

Cold Resistance (Ex): Gain cold resistance 5 increasing to 10 at 5th, 20 at 7th, and 30 at 10th. Costs 2 slots.

3rd level:

Arctic Swimmer: You gain a swim speed equal to your land speed and are not at risk of hypothermia due to swimming (though if the water is cold enough on its own you may still take cold damage). Costs 3 slots.

Perfect Fortitude.

4th level:

Job HP Bonus: +2 hp/Job level.

Keep it Chill: You gain a +2 morale bonus on Will saves, this increases to +5 against fear and emotion based effects. Costs 3 slots.

5th level:

Cold Open (Su): When striking a flat-footed creature you deal additional cold damage equal to your job level. Costs 2 slots.

Frost Movement (Ex): You do not suffer a penalty to Str or Dex based skill checks due to icy terrain, nor do you need to make balance checks due to ice. You may move at full speed over ice and snow. Costs 3 slots.

6th level:

Icy Stare: Creatures able to see your face suffer a -4 penalty to Bluff and Intimidate checks made against you. Costs 1 slot.

7th level:

Aura of Shivery: Allies within your (aura) gain Cold Resistance equal to your Cold Resistance. Costs 2 slots.

8th level:

Cold Understanding: You gain a bonus to Will saves to disbelieve illusions and to Sense Motive checks equal to 2 plus your Intelligence modifier.

9th level:

Cold Immunity (Ex): You gain immunity to cold. Costs 4 slots.

10th level:

Save Ice Magic MP: When you cast an Ice Magic spell you may reduce the MP cost by 50% of the spell’s base MP cost (i.e. without the modifiers from other abilities), if you do so you are unable to act for one round as if dazed. Costs 6 slots.



Ice Magic
Grade IBlizzard
Evocation [Cold]
Grade: Ice Magic 1
Level: 1st
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Effect or Area: 1 ray or 15-ft radius burst.
Duration: Instantaneous
Saving Throw: None or Reflex halves.
Spell Resistance: Yes.
MP Cost: 1
When you cast this spell you call ic upon your foes. If cast as a single target spell make a ranged touch attack roll dealing 1d8 cold damage + 1d8/2 Caster Levels beyond 1st (max 5d8). If cast as an area of effect it deals 1d4 cold damage within a 15-ft radius + 1d4 per 2 Caster Levels beyond 1st (max 5d4) and a reflex save is allowed to halve this damage.

Chill Mist
Conjuration (Creation) [Cold]
Grade: Ice Magic I
Level: 1st.
Components: V, S
Range: Close (25 ft + 5 ft/2 caster levels)
Effect: Fog spreads in 20-ft. radius, 20 ft. high
Duration: 1 min./level.
Saving Throw: None.
Spell Resistance: No.
MP Cost: 1.
When you cast this spell you create a bank of thin mist within the targeted area. This mist obscures all sight, including darkvision, through it. Anything within the mist or viewed through it has concealment. In addition the mist is cold (approximately 30 degrees), although unless it was made permanent it cannot last long enough (1 hour) to have any notable effects due to this.

Nul Ice
Abjuration
Grade: Ice Magic 1.
Level: 1st.
Components: V, S
Range: Close (25-ft + 5-ft/2 Caster Levels)
Target: 1 creature.
Duration: 1 round/Caster Level.
Saving Throw: No.
Spell Resistance: Yes (harmless).
MP Cost: 2
When you cast this spell a willing target becomes warded against cold. They take ½ damage from cold for the duration of this effect.

Grade II
Chill Weapon
Evocation [Cold]
Grade: Ice Magic 2.
Level: 2nd
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 caster levels)
Target: 1 weapon
Duration: 1 round/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: No
MP Cost: 3.
You invoke an aura of cold around a weapon within range. The weapon deals +1d6 cold damage with every attack. If used on a ranged weapon it imparts this benefit onto its ammunition. You may use this spell on natural weapons in which case they gain this benefit. Chill Weapon stacks with the Frost special quality.

Ice Patch
Evocation [Cold]
Grade: Ice Magic 2
Level: 2nd
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: One 10-ft. square
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: No
MP Cost: 3.
This functions as the Grease spell except as noted here. You cannot target an object, and any creature which ends its turn within the area takes 1d6+1/2 caster level cold damage.

Nul Fire
Abjuration
Grade: Ice Magic 2.
Level: 1st
Components: V, S
Range: Close (25-ft + 5-ft/2 Caster Levels)
Target: 1 creature.
Duration: 1 round/Caster Level.
Saving Throw: No.
Spell Resistance: Yes (harmless).
MP Cost: 2
When you cast this spell a willing target becomes warded against fire. They take ½ damage from fire for the duration of this effect.

Grade III
Blizzara
Evocation [Cold]
Grade: Ice Magic 3
Level: 3rd
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Effect or Area: 1 ray or 20-ft radius burst.
Duration: Instantaneous
Saving Throw: None or Reflex halves.
Spell Resistance: Yes.
MP Cost: 5
When you cast this spell you call powerful ice upon your foes. If cast as a single target spell make a ranged touch attack roll dealing 1d6 cold damage per Caster Level (max 15d6). If cast as an area of effect it deals 1d4 cold damage per Caster Level (max 15d4) within a 20-ft radius and a reflex save is allowed to halve this damage.


Ice Cloud
Conjuration (Creation) [Cold]
Grade: Ice Magic 3
Level: 3rd.
Components: V, S
Range: Close (25 ft + 5 ft/2 caster levels)
Effect: Fog spreads in 20-ft. radius, 20 ft. high
Duration: 1 min./level.
Saving Throw: None.
Spell Resistance: No.
MP Cost: 5.
This spell functions as the spell fog cloud (http://www.d20srd.org/srd/spells/fogCloud.htm) except as listed here. Creatures within the cloud suffer 1d4 cold damage per 2 caster levels each round at the end of their turn, or half that amount if they left the cloud that turn.

Icy Wind
Evocation
Grade: Ice Magic 3
Level: 3rd
Components: V
Casting Time: 1 standard action
Range: 60 ft.
Effect: Line-shaped gust of severe wind emanating out from you to the extreme of the range
Duration: 1 round/2 caster levels.
Saving Throw: Fortitude partial
Spell Resistance: Yes
MP Cost: 5.
This spell functions as Gust of Wind (http://www.d20srd.org/srd/spells/gustOfWind.htm) except as noted here. In addition to its longer duration the winds deal 1d6+caster level cold damage to any creature which ends its turn within them and 1d6 cold damage to any creature which is within the wind during their turn. The fortitude save does not negate this damage, but does negate other effects.

Grade IV
Freeze
Evocation [Cold]
Grade: Ice Magic 4
Level: 5th
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Target: 1 creature.
Duration: 1 round/Caster Level (D).
Saving Throw: Fort negates.
Spell Resistance: Yes.
MP Cost: 11
Ice encases the subject leaving them paralyzed and frozen in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.) A creature with cold resistance gains a +1 bonus to its saving throw per 5 points of cold resistance, in the case of ablative cold resistance such as that provided by Protection from Energy this instead reduces that resistance by 5 per point by which they failed their save. A creature within cold immunity is immune. A creature under the effects of Nul Ice, Nul Energy (cold chosen), or a fire shield or other effect which halves cold damage gains a +4 bonus on the save.

A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.

Living Ice:
Transmutation [Cold]
Grade: Ice Magic 4
Level: 5th
Components: V, S
Range: Close (25-ft + 5-ft/2 Caster Levels)
Target: 1 creature.
Duration: 1 round/Caster Level (D).
Saving Throw: Fort negates.
Spell Resistance: Yes.
MP Cost: 9
You transmute the target partially into ice. They gain the cold subtype (immunity to cold and fire vulnerability), DR 5/adamantine, and a 25% chance of ignoring any critical hit or precision damage they would receive.

Grade V:
Blizzaga
Evocation [Cold]
Grade: Ice Magic 5
Level: 6th
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Effect or Area: 1 ray or 20-ft radius burst.
Duration: Instantaneous
Saving Throw: None or Reflex halves.
Spell Resistance: Yes.
MP Cost: 11
When you cast this spell you call a storm of ice upon your foes. If cast as a single target spell make a ranged touch attack roll dealing 15d6 cold damage plus 1d6 cold damage per 2 Caster Levels beyond 11. If cast as an area spell it deals 15d4 cold damage plus 1d4 cold damage per 2 Caster Levels beyond 11 within a 20-ft radius and a reflex save is allowed to halve this damage.

Chill Weapona
Evocation [Cold]
Grade: Ice Magic 5.
Level: 6th
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/2 caster levels)
Target: 1 weapon/caster level
Duration: 1 round/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: No
MP Cost: 9.
You invoke an aura of cold around a number of weapons within range. The weapons deals +2d6 cold damage with every attack. If used on a ranged weapon it imparts this benefit onto its ammunition. You may use this spell on natural weapons in which case they gain this benefit. Chill Weapon stacks with the Frost special quality.

Stop Ice
Abjuration
Grade: Ice Magic 5.
Level: 6th.
Components: V, S
Range: Close (25-ft + 5-ft/2 Caster Levels)
Target: 1 creature.
Duration: 1 round/Caster Level.
Saving Throw: No.
Spell Resistance: Yes (harmless).
MP Cost: 9
When you cast this spell a willing target becomes warded against cold. They gain immunity to cold for the duration.

Grade VI
Chilling Death
Evocation [Cold]
Grade: Ice Magic 6.
Level: 7th
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/2 caster levels)
Target: 1 creature
Duration: 1 round/caster level (D)
Saving Throw: Fort negates
Spell Resistance: Yes
MP Cost: 13.
You invoke cold across the body of the target. Each round they take cold damage equal to 1/3rd of their maximum health. They are allowed a Fortitude save to negate this effect, and then another Fortitude save each round to prevent the new instance of damage and end the spell. Note this has no effect on Con - creatures.

Frozen Cloud
Conjuration (Creation) [Cold]
Grade: Ice Magic 6
Level: 7th.
Components: V, S
Range: Medium (100 ft + 10 ft/caster level)
Effect: Fog spreads in 80-ft. radius, 40 ft. high
Duration: 1 min./level.
Saving Throw: None.
Spell Resistance: No.
MP Cost: 11.
This spell functions as the spell fog cloud (http://www.d20srd.org/srd/spells/fogCloud.htm) except as listed here. Creatures within the cloud suffer 1d6 cold damage per 2 caster levels each round at the end of their turn, or half that amount if they left the cloud that turn.

Stop Fire
Abjuration
Grade: Ice Magic 6.
Level: 6th.
Components: V, S
Range: Close (25-ft + 5-ft/2 Caster Levels)
Target: 1 creature.
Duration: 1 round/Caster Level.
Saving Throw: No.
Spell Resistance: Yes (harmless).
MP Cost: 10
When you cast this spell a willing target becomes warded against fire. They gain immunity to fire for the duration.

Grade VII
Blizzaja
Evocation [Cold]
Grade: Ice Magic 7
Level: 8th
Components: V, S
Range: Long (400-ft + 40-ft/Caster Level)
Effect or Area: 1 ray or 20-ft radius burst.
Duration: Instantaneous
Saving Throw: None or Reflex halves.
Spell Resistance: Yes.
MP Cost: 15
When you cast this spell you call a blizzard like none seen outside of an ice age upon your foes. If cast as a single target spell make a ranged touch attack roll dealing 20d8 cold damage plus 1d8 cold damage per Caster Levels beyond 15. If cast as an area spell it deals 20d6 cold damage plus 1d6 cold damage per Caster Level beyond 15 within a 40-ft radius and a reflex save is allowed to halve this damage.

Ice Nova
Evocation [Cold]
Grade: Ice Magic 7
Level: 8th
Components: V, S
Range: Extra Long (1000-ft + 100-ft/Caster Level)
Effect or Area: 100-ft radius burst.
Duration: Instantaneous
Saving Throw: Reflex halves.
Spell Resistance: Yes.
MP Cost: 15
When you cast this spell you call ice over a massive area dealing 15d6 cold damage + 1d6 cold damage per 2 caster levels above 15. A Reflex save is allowed to half this damage.

Grade VIII
Absorb Ice
Abjuration/Necromancy
Grade: Ice Magic 8
Level: 9th.
Components: V, S
Range: Close (25-ft + 5-ft/2 Caster Levels)
Target: 1 creature.
Duration: 1 round/Caster Level.
Saving Throw: No.
Spell Resistance: Yes (harmless).
MP Cost: 15
When you cast this spell a willing target becomes not only warded against cold, but this spell takes it a step further and actively converts cold into restorative energy. Whenever the target would take cold damage they are healed 1/2 that amount instead.

Death Freeze
Evocation [Cold]
Grade: Ice Magic 8
Level: 9th
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Area: 20-ft radius.
Duration: Instantaneous
Saving Throw: Fort negates.
Spell Resistance: Yes.
MP Cost: 21
Calling upon dread magic you call death by cold upon an area. Each creature within the area not immune to cold must make a Fortitude save or die frozen to death. Note this has no effect on Con - creatures.

Grand Ice
Evocation [Cold]
Grade: Ice Magic 8
Level: 9th
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Target: 1 creature.
Duration: Instantaneous.
Saving Throw: Fort half
Spell Resistance: Yes.
MP Cost: 17

Casting this spell you invoke great cold to concentrate around and throughout the target. The target takes 2d8 cold damage per Caster Level (max 50d8). A successful Fortitude save halves this damage.

Special
Freeze Time
Transmutation [Cold]
Grade: Time Magic Special
Level: 9th
Components: V, S
Range: Personal
Target: You
Duration: 1d4+1 rounds (apparent time)
MP Cost: 20

This functions as the spell Time Stop (http://www.d20srd.org/srd/spells/timeStop.htm). However you may choose to cast it as a swift action instead slowing time but not completely stopping it, in which case it instead simply grants you a bonus standard, move, and swift action instead of its normal effect.

Boundlancer Class Skills: Climb, Intimidate, Knowledge (arcana), Survival, and Swim.

tsj
2016-08-30, 12:09 AM
3.0 Monkey Grip - yes.

3.5 Monkey Grip - no.

3.0 let you wield 2 handed weapons 1 handed.

3.5 lets you wield weapons made for creatures 1 size category larger than you. So would allow halflings to wield them.


Isn't that pretty much the same result?
A weapon that is 1 size larger than you would be a 2 handed weapon for your charecter thus 2 handed weapons of your size would be equal to one handed versions that are one size larger than you?

PapaQuackers
2016-08-30, 12:13 AM
Zaydos I just want you to know you've made my heart soar. I don't care what it takes I will shoe horn this concept into every single D&D game I run. *sobs passionately*

Zaydos
2016-08-30, 12:45 AM
WOW! I really like these. I can imagine a series of Japanese commercials for each variety of Tarocchi pop (or "たろちPOP!" as I imagine the syntax on the can) where a girl is attacked by a monster, she drinks the soda and turns into a magical girl related to the soda she drinks, like a Super Pink Mentos advertisement. Although It might be easier to read as a table than a really long thing. The Dullahan Stout has a really interesting flavor to it (pun intended) and I could see an adventure based on a Chaotic Evil intoxicanter of erythnul spreading around that drink in a slum to incite violence in the name of his god. As for the refined "Juice" it seems like a logical conclusion of distilling alcohol, to distill poisons. I like how they have synergy well with the other classes while not being worthless without them.

タロッチPOP! most likely, loan words using Katakana and the double c probably being carried over (small tsu). But yeah I can totally see that too, and I'm glad you liked. I'll admit the actual dullahan specific synergy was an after thought, I was working on Distill 'Juice' and thought I should add it, the Magical Girl one is more thoroughly worked throughout the feat and... yeah it should have been a table, that occurred to me on 8 or 9 and I'll admit to having gone ah to Tartarus with it and just kept going.


Isn't that pretty much the same result?
A weapon that is 1 size larger than you would be a 2 handed weapon for your charecter thus 2 handed weapons of your size would be equal to one handed versions that are one size larger than you?

That's how it worked in 3.0. Literally an ogre's longsword was a greatsword and the two were wholly interchangeable.

In 3.5 they changed it. A human can wield an ogre's longsword as a 2 handed weapon at a -2 penalty but it is not a Greatsword. It's a large longsword. You can wield a large rapier as a 2 handed finessable weapon, but a large shortsword is not a light weapon.

3.5 Monkey Grip does not allow you to wield human sized 2-handers in one hand, all it does is remove the increase to the, as the feat terms it, "amount of effort" due to it being a larger size (i.e. you can wield a large longsword one handed, a large greatsword two handed, and a large dagger as a light weapon). What it does not allow you to do is wield weapons as if you were one size larger which is what would be needed here.

The 3.0 Monkey Grip feat just allowed you to wield a specific 2 handed weapon one handed with a -2 penalty. Despite being similar with the 3.5 normally better (instead of 1 handing a greatsword you 1 hand a large longsword and you can 2 hand a huge greatsword) in this case...

It doesn't matter because I had forgotten the 3.0 Monkey Grip specified melee weapons so as written neither do (probably to stop you from using bows one handed). For that matter Monkey Grip in 3.5 also specifies melee so wouldn't work regardless.

But RAW without the melee part 3.0 Monkey Grip would allow it, 3.5 wouldn't. RAI I'd have to guess 3.5 wouldn't. Would allowing the 3.5 version to just let you treat weapons as if they were 1 size category smaller than they are whenever you want to be broken? Definitely not. It'd just be a house rule.

Strongarm Bracers, though, just let's you use them as if one size larger so yup they work.


Zaydos I just want you to know you've made my heart soar. I don't care what it takes I will shoe horn this concept into every single D&D game I run. *sobs passionately*

I wouldn't. I really wouldn't. I don't trust Freelancer enough for that (though the Boundlancer variant ought to work and I haven't tested Freelancer).

PapaQuackers
2016-08-30, 08:32 AM
All the better, though I may have to adapt it to fit into Pathfinder since that's what I usually play. But I've looked over your Freelancer class before and besides its devilish complexity I think it's an excellent homage that could definitely work as the class of a main villain or an adorable side character.

caledscratcher
2016-08-30, 05:08 PM
Hurrah! My weird old Cootie-themed homebrew finally got some use! Also, question about the Knight of Shivery: what are its class skills for a Boundlancer?

Temotei
2016-08-30, 05:11 PM
Ooh. I'll give permission.

I would tell you about myself but I'm actually more interested in what you'd make without that. Maybe that's something in itself. :smallamused:

Zaydos
2016-08-30, 06:24 PM
All the better, though I may have to adapt it to fit into Pathfinder since that's what I usually play. But I've looked over your Freelancer class before and besides its devilish complexity I think it's an excellent homage that could definitely work as the class of a main villain or an adorable side character.

I will admit that Freelancer is actually too complicated for me to sit down and grok what it can do which is the main reason I don't trust it; that and it is MAD and my mind calculates things at the SAD max stat which while theoretically possible for Freelancer (they're split stat casters so that even at their SADest they're only as SAD as a Favored Soul, this was an intentional limiter on their casting), it's impossible to have in the combinations my mind goes to (as they'd require +2 racial bonus and level up bonuses). So yeah I have paranoia about Freelancer and I don't really think it's all justified rationally but... it's there.


Hurrah! My weird old Cootie-themed homebrew finally got some use! Also, question about the Knight of Shivery: what are its class skills for a Boundlancer?

I will say that it was definitely bizarre, and that I always forget that cootie-catchers are called cootie-catchers. As for the other :smallredface: It's been added. Climb, Intimidate, Knowledge (arcana), Survival, and Swim.


Ooh. I'll give permission.

I would tell you about myself but I'm actually more interested in what you'd make without that. Maybe that's something in itself. :smallamused:

Step 1: STALKING!

By which I mean checking out any links in your signature and if I hit enough of a writer's block (unlikely as you have more of a forum 'persona'* so to say than most) going through posts you've made/threads you've started to actually find things like cootie-themed homebrew.

*By which I mean you have presented a strong, sort of exaggerated 'character' as the judge, contest runner, O-Chul. While I don't think this necessarily represents the you behind the computer screen any more than I really think that ALL SHOULD BOW BEFORE THE GREAT AND POWERFUL ZAYDOS, LORD OF DRAGONS AND ALL THINGS! It is quite mine-able for concepts and ideas.

Edit: I'm still stuck in Freelancer mode since my first idea is the Grand Judge Job. Don't expect this to happen, Freelancer jobs are a surprising amount of effort (Freelancer was a whole lot more effort than Dragonsoul Acolyte)

EdroGrimshell
2016-08-30, 10:11 PM
I'll give permission! Again.

Want to know what you can do with some of my homebrewing foci, like symbionts, my experimental prcs, my races, etc.

Zaydos
2016-08-30, 11:42 PM
Ooh. I'll give permission.

I would tell you about myself but I'm actually more interested in what you'd make without that. Maybe that's something in itself. :smallamused:

New Exaggerated Skill: Profession (Judge)

Areas in the legal jurisdiction: As defined for this ability, an area counts as in the legal jurisdiction at the DM’s discretion. If the legal source of your authority places a limit to the areas of your legal authority (for example you are charged by the king with keeping law and order in the city of Blandburg and the surrounding homesteads) it only works within those bounds (i.e. if were at a farm right outside Excitoville it would not work, but if you were in Blandburg it would). Of course the source of your legal authority must also have legal authority to bestow it upon you in a region. Areas which are indisputably within the legal authority of a kingdom tend to be easy to adjudicate here (Blandburg is part of Unintoria and thus the king of Unintoria can grant you authority there), areas which are disputed (such as a region in civil war, or a goblin burrow within Unintoria which does not recognize itself as being within Unintoria but as being its own independent state) are less clear and may fall into jurisdiction of one or both sides of the dispute. Typically the side which actually inhabits the area most densely should be considered to have authority, as should a side able to enforce their authority over it (for example if Unintoria can easily wipe said goblin burrow off the map if it became aware of/sufficiently annoyed with it the area within the goblin burrow would most likely count as both).

Least: As a judge you are a representation of Law and Order regardless of your actual alignment, as such you radiate an aura of Law as if you were a Lawful cleric of your level. You may use Profession (Judge) in place of Sense Motive and Profession (Lawyer) for the purposes of skill checks, and prerequisites (not for qualifying for synergy bonuses however). You gain Favored Enemy (Criminal) +2, this functions as Favored Enemy but it applies to any creature legally charged with a crime in the country you currently are within. Finally when openly acting in legally appointed duties within areas in the legal jurisdiction of said duties (if an area is contested by two disputing groups, for example a goblin clan’s mountain holding within a human kingdom it is up to the DM to decide which legal jurisdiction it counts in or if it counts in both, usually having the population in the region at least implies that it should count even if the other counts) creatures cannot attack you unless they first succeed at a Will save (DC 10 + ½ your Tall Tale level + your Charisma modifier) unless you attack another creature, or perform an illegal act in which case you lose this benefit for 1 minute and 1 day respectively; this is a mind-affecting extraordinary compulsion.

Lesser: You gain the ability to force testimony. When asking a question directly related to a crime committed either within the country you are in or within a country which shares extradition rights with the country you are in to a creature whose answer there is reason to believe could be used as evidence in relation to that crime the creature must make a Will save (DC 10 + ½ your Tall Tale level + your Charisma modifier) or answer. They may not lie, or occlude their answer. If they succeed their save they may still lie or choose not to answer, but if they attempt to lie they suffer a -5 on their Bluff check. A creature under the influence of the glibness spell may lie through this effect, but they lose the bonus provided by that spell and suffer a -5 on their Bluff check. In addition you may, as an immediate action, overrule an objection. This is a supernatural ability in which you impose your will upon reality to prevent the completion of the immediate action of another creature within 60 ft, or their contingent spell effect. You may only use this ability 1/encounter, plus 1/encounter per additional tier of Exaggerated Profession (Judge) you possess.

Greater: Your Favored Enemy (Criminal) bonus increases to +4. In addition you may Proclaim Judgment upon a creature as a full round action. To do so you must have evidence that they have committed a crime within the country you are in, this evidence must be strong evidence either physical evidence or evidence in some way verified (an eye witness report does not count, though seeing them commit the act personally does, and many, 10+, eye witnesses with no cause to suspect ulterior motive would); a creature which has already been fully legally punished for a crime cannot have this ability used upon them for that crime. This functions as Bestow Curse except with a range of line of sight, duration of 1 day per 2 tall tale levels, and the save to resist is DC 10 + ½ your Tall Tale level + your Charisma modifier. If a creature saves against this effect you may not use Proclaim Judgment upon it for the same crime until it has been legally tried and sentenced with the crime. You may use Proclaim Judgment as part of a legally given sentence when a creature is convicted of a crime in which case the creature gets no save and the duration becomes until they have been fully legally punished. This curse can still be removed with a remove curse spell, but it is harder to remove. First it is not a spell effect but a supernatural ability so Greater Dispel Magic does not function. Second it may only be removed by someone with the legal authority to grant clemency for the crime, in which case no spell is required, or in a country which does not recognize the legal authority of the country the crime was sentenced in and even then the caster must have a caster level higher than your tall tale level.

Storied: Your Favored Enemy (Criminal) bonus increases to +6. In addition you may use Proclaim Judgment upon creatures that committed crimes in another country, use force testimony regardless of the country the crime was committed in, and you are always protected as if performing your legal appointed duties regardless of legal jurisdiction and no longer need to be publically performing such duties. In addition you may choose a single country when you gain this ability, you may apply its laws at all times for the purposes of your Exaggerated Skill meaning if it would break the laws of that country regardless of where you are it is considered to be breaking the law, and you only lose your protection for performing legal appointed duties if you break the laws of that country (or attack someone); changing this country requires an atonement spell and serious soul searching. You may offer summary verdicts; this functions as the suggestion spell but is an extraordinary mind-affecting compulsion. Unlike the suggestion spell you offer the suggestion as an act of atonement for a crime, this need not be a legal crime but can be a social taboo, a moral shortcoming, or even just a perceived slight to your deserved respect, though it still must be a reasonable action and they clearly recall that you gave the order. Chaotic creatures gain a +4 bonus on their save against this effect, but Lawful creatures suffer a -4 penalty. If a creature saves against your summary verdict 3 times it gains immunity to it for 2 weeks. Finally you gain a continual magic circle against chaos centered on yourself, this portion of this ability is supernatural.

Note: Yes, I know you're actually more the emcee for the contest that really the judge, but it's a caricature and somehow you might have elements of Judge Dredd in my mind for an unknown reason.

Edit: Remembered an ability I'd meant to give it which was more unique and fun than Moment of Perfect Mind redux.

Eldest
2016-08-31, 10:26 AM
I will happily give permission again. Something about knowledge gathering in grixis might be neat, if you need the suggestion, but if not all is good! Or making tiny artifacts...

ShiningStarling
2016-08-31, 11:27 AM
This seems entirely too neat, and would love to give my permission, and in fact will do so.

As for things about me... Well, stars and lightning are basically my two favorite things ever, but I haven't homebrewed about them for some reason. Also, I love the idea of containing power within oneself rather than acquiring it externally. I love magic swords as much as the next girl, but i much prefer magic, or learning to use your sword better, or flying on one's own power, or teleporting around everywhere... getting off topic, also another specialty of mine.

Zaydos
2016-08-31, 04:12 PM
This seems entirely too neat, and would love to give my permission, and in fact will do so.

As for things about me... Well, stars and lightning are basically my two favorite things ever, but I haven't homebrewed about them for some reason. Also, I love the idea of containing power within oneself rather than acquiring it externally. I love magic swords as much as the next girl, but i much prefer magic, or learning to use your sword better, or flying on one's own power, or teleporting around everywhere... getting off topic, also another specialty of mine.

And here we see my other method of getting ideas at work... Insane word association! Apparently Oblivion + Contain gives me ideas. Metamagic feats do the rest.

New Doomsayer Invocation

Oblivion Inside (Greater)
Effective Level: 6th.
School: Evocation/Transmutation.
Path: Destruction.
Casting Time: Standard action.
Range: Personal.
Target: You.
Duration: Permanent (D).
Saving Throw: See below.
Spell Resistance: See below.
Truename: No.
You fill your body with the raw power of the oblivion at the end of all things letting it flow through you with a word. While this invocation is active your max hp (and current) are reduced by twice your caster level each turn, this max hp reduction lasts as long as this invocation is in effect and cannot be removed without first ending this effect. While this invocation is active you gain DR ½ caster level overcome only by epic weapons (and effects which overcome DR /epic), fast healing equal to your caster level, resistance to all five energy types equal to twice your caster level. You gain an enhancement bonus to all physical ability scores equal to ½ your caster level and your melee attacks (including touch attacks and touch spells) deal bonus damage equal to your caster level, this bonus damage is the pure destructive force of oblivion itself and ignores energy immunity, resistance, damage reduction, and regeneration. Finally your malisons gain a +2 to their save DC and a +2 to caster level for the duration of this effect.

This effect never ends on its own except through the death of the user. It can be dismissed (a standard action), dispelled, or otherwise ended however. If the reduction in hit points from this effect (applied after fast healing) kills (or destroys) you, your body is absolutely eradicated and the force of oblivion within is released dealing 1d10 damage/caster level within 80 ft; Spell Resistance applies against this effect, but a golem's magic immunity does not, and a Fortitude save is allowed for half, items take full damage and non-magical items’ hardness is ignored unless it is 20 or greater and regeneration does not apply. If you dismiss this spell this force of oblivion is still released but is mitigated and limited merely dealing 1d4 damage/caster level within 20 ft; SR and saves still apply.

New Intoxicanter Feat:

Brew Oblivion (Intoxicanter)
They said it could not be done. They laughed and claimed it was an impossibility among impossibilities. Yet you have done it. You have learned to synthesize the opposite of matter, to give it form and substance, and to create oblivion in liquid form.
Prerequisites: Liquid Courage class feature or an ACF that it was traded for, Craft (Alchemy) 15 ranks, Knowledge (arcana) 9 ranks, Knowledge (the planes) 5 ranks.
Benefits: You may create Liquid Oblivion. This is done as part of the same 1 hour distilling process as creating your medicinal alcohol (or a 1 hour distilling process of its own) and you may distill up to your character level in doses of Liquid Oblivion, but each dose you distill costs you one distilled dose of either Medicinal Alcohol, Liquid Courage (or an ACF that replaces it), or Distilled Vitality. Liquid Oblivion is not drunk. Instead it is treated as a grenade-like thrown weapon. It deals 1d4 damage per character level to a creature directly struck by it and 1 damage per character level splash damage; this damage is doubled against constructs and undead; if drunk this damage is tripled. However living matter is not the favored target of Liquid Oblivion. Liquid oblivion destroys (up to a 5-ft cube of) an object it directly strikes as if with the disintegrate spell (save DC 10 + ½ character level + Cha modifier for magical or attended objects) and deals 3 damage/character level if they make their save or are hit by splash damage. Liquid Oblivion may be thrown at a shield, weapon, or other held object to attempt to ‘sunder’ them in which case you and the wielder make opposed attack rolls with the opponent suffering a -4 if they are wielding a two-handed weapon and gaining a +4 if they are wielding a light weapon, in addition you gain a +2 to hit for each size category larger than you the opponent is; if you hit the weapon (or object) takes damage and must save or be disintegrated.

Temotei
2016-08-31, 05:07 PM
I love it. I still need to play a tall tale.

Jormengand
2016-08-31, 06:34 PM
Mm, make me into a thing again.

Zaydos
2016-09-01, 12:52 AM
I'll give permission! Again.

Want to know what you can do with some of my homebrewing foci, like symbionts, my experimental prcs, my races, etc.

Shub-Niggurath has commanded your beseeching be answered

New Feat for Thralls (http://www.giantitp.com/forums/showthread.php?447399-To-Serve-the-Ancient-Ones-%28Vile-Feats-3-5%29):

Brood Plague Worm:
In your service of the Ancient Ones you have made yourself into the spawning grounds of blasphemous parasites.
Prerequisites: Servant of the Ancient Ones, character level 5, Craft (alchemy) 6 ranks, Corruption score (if taint rules are used) 1 or higher.
Benefit: You gain immunity to wraithplague (disease, see Plague Worm below).

A plague worm (see below) symbiont grows deep within you. Unlike others of its kind it cannot survive separation long dying after 1 hour removed from your body even if given a new host. You are able to communicate telepathically with this plague worm regardless of distance, it never has an ego conflict with you being wholly subservient to your will, and you do not suffer the disadvantages listed in the infest ability. In addition its plague burst ability can be used once per day per 5 character levels you possess and has a DC of 10 + 1/2 your character level + your or its Con score whichever is higher or the standard DC (15) whichever is higher; subsequent saves against the inflicted wraithplague are at the normal DC. If your personal plague worm dies you can spawn another one given 3 days.

In addition you may grow additional plague worms not so tightly attached to you within your body. To do so requires 4 days, and the consumption of a diet of rotting meat, copious amounts of worms and bugs, large amounts of milk, and 4,000 GP worth of rare (and borderline toxic) spices, and the sacrifice of a small amount of your vital essence in the form of 300 XP, this is the cost in time, gold, and XP for each worm; feats or abilities that reduce the time or cost of magic item creation reduce the time and cost of brooding plague worms as well. You may have one plague worm spawned by this ability in your body, plus another one per point of Constitution bonus (minimum +0). You may remove a plague worm from your body 'surgically' as a full round action with a slashing or piercing weapon which deals 2d6 damage to you and 1 Constitution damage, or you may remove them naturally as an action requiring 10 minutes and best left undetailed.

Diminutive Magical Beast (Evil, Symbiont)
Hit Dice: 1d10+1 (6 hp)
Initiative: –3
Speed: swim 5 ft.
AC: 11 (+4 size, –3 Dex), touch 11, flat-footed 11
Base Attack/Grapple: +0/–17
Attack: —
Full Attack: —
Damage: —
Face/Reach: 1 ft./0 ft.
Special Attacks: Plague burst
Special Qualities: Bestow resistances, darkvision 60 ft., infect, symbiont traits, telepathy
Saves: Fort +3, Ref –1, Will +0
Abilities: Str 1, Dex 5, Con 12, Int 5, Wis 10, Cha 7, Taint 3, Ego 6
Skills: Listen +2, Spot +2
Feats: Ability Focus (Plague Burst)
Climate/Terrain: Any swamps
Organization: Solitary (symbiont)
Challenge Rating: 1 or as host + 8000 GP market price item
Treasure: —
Alignment: Always neutral evil
Advancement: —

A tainted parasite, a plague worm looks almost like an unusually large cross between a millbug and a leech. Despite this outwardly normal appearance the creature's internal organs are mostly simply factories for disease. Carried within willing hosts, a plague worm releases its payload of disease, the infamous wraithplague, into a crowd and simply lets the disease spread. When a plague worm must resort to controlling its host it leads them to release the plague into unsuspecting crowds.

Only one plague worm may live in a single creature that lacks the Brood Plague Worm feat, any additional ones are poisoned by the first's changes to the creature's body chemistry.

Plague worms cannot speak but they understand Undercommon.

Combat:
Plague worms do not engage in combat, if forced they will release a plague burst but even that is only a last result. Any creature that plays host to a plague worm and which has a Corruption score of 0 gains 1 point of Corruption.

Bestow Resistances (Ex): A creature with a plague worm symbiont gains a +2 bonus on Fortitude saves versus diseases and poisons as the worm absorbs them from their system, this bonus increases to +6 against ingested poisons or food/drink borne diseases. In addition if you succeed on a single saving throw against a non-magical disease you are cured of it.

Infect (Ex): Plague worm eggs are sometimes found in the fetid pools of tainted marshes and swamps, filling the foul water that pools near temples to beings elder than the gods, and inect creatures that drink the water. A purify water spell does not remove the eggs from the water, although they die if left in pure water for one day, and a bless water spell will kill such eggs instantly.

Once inside a host, the eggs hatch in 1d4 hours, and the spawn set about poisoning and devouring one another until only one remains. A remove disease spell cast on the host kills a plague worm, but the host must make a Fortitude save (DC 15) against the wraithplague as the creature releases its diseased load into the host (save DC includes a +2 from being within the host).

A creature with a plague worm must eat twice as much food as it normally requires each day, and must start making daily Constitution checks
after only one day without food (instead of the normal three days). In addition, the host creature is fatigued after 8 hours of activity and takes a –4 penalty on the following checks and saves: Swim checks to resist subdual damage; Constitution checks to continue running, to avoid subdual damage from a forced march, to hold its breath, or to avoid subdual damage from starvation or thirst; and Fortitude saves to avoid subdual damage from hot or cold environments, or to resist damage from oxygen deprivation.

Plague Burst (Su): Once per day a plague worm can release its accumulated load of supernatural pathogens. It may do so subtly or overtly. In the former case it produces a distinct odor which can be recognized (Heal or Knowledge (religion) DC 20) and which is particularly odious to creatures with scent (animals, and other creatures with less than 3 Int, with scent within 30 ft become instantly unfriendly if not openly hostile to you), and creatures within 5-ft of the host (or if a plague worm has no host of the worm) including the host must make a Fortitude save (DC 15, includes Ability Focus and a +2 racial bonus for having a host, if outside of a host DC 13) or contract the wraithplague with an incubation period of 2d4 days. If done overtly in addition to the distinct odor above, it produces a dark haze around the host, but the incubation period is instead instantaneous the creatures immediately taking effects of the infection.

The wraithplague is so named due to its visual symptoms of puffy, red, inflamed skin around the eyes and black splotches across the flesh giving the infected a wraith-like appearance. This coupled with the other symptoms of sunlight aversion and being damaged by positive energy cause it to be further associated with the undead creatures. There are even rumors that those who die under the weight of the plague are many times over more likely to become a wraith upon their death.

A creature with wraithplague suffers a -1 to attack rolls, skill checks, caster level checks, and ability checks when in direct sunlight; only natural sunlight causes this effect, even a [i]daylight spell does not. In addition they are damaged by positive energy as if undead. Finally the wraithplague deals 1d3+1 Constitution damage each day on a failed save (DC typically 13 or 15 depending upon if the original plague worm was in a host or not).

The wraithplague is a supernatural disease but can be cured naturally. Heal checks made to treat the disease suffer a -5 penalty, however, and each patient with the plague counts as two treated patients. In addition it resists remove disease unless the caster level is at least 7th, these two facts coupled together make it a (comparatively) dangerous disease.

Telepathy (Su): A plague worm may communicate telepathically with its host assuming its host is able to speak a language.

khadgar567
2016-09-01, 06:57 AM
might well as drop another permission here brew me any thing you want thoug dancer class would be nice

Zaydos
2016-09-03, 07:36 PM
Mm, make me into a thing again.

I was already to do this except then I realized I can't use my current idea due to contest rules so instead the booby prize back up idea...

Jormengand's Recitation of Focused Skill (http://www.giantitp.com/forums/showthread.php?449056-Variations-on-a-Theme-Skill-Focus) [Recitation]
This recitation allows you to perform a skill with utmost ease and finesse.
Prerequisites: Truespeak 4 ranks, ability to speak utterances, must know your own personal true name.
Benefit: When you take this feat select 2 skills. When you speak the recitation you gain a bonus to each of those skills equal to +1/4 ranks in Truespeak you possess +1 per 5 points above the DC your Truespeak check was. This bonus lasts 1 minute.
Special: You may take this feat multiple times each time you do select 2 more skills, when you speak the recitation its benefit applies to all selected skills (not just 2).
Special: This feat counts as Skill Focus in both selected skills for the purposes of prerequisites.

Edit: There's a bit of egg on my face as I'd already made a recitation skill focus... eh this one is more abusable (the other was +3 to any skill chosen when used as opposed to +5 or more to 2) and the other didn't count as Skill Focus for prerequisites where this can get 2 PrC prereqs for one feat :xykon:

Zaydos
2016-09-03, 07:41 PM
might well as drop another permission here brew me any thing you want thoug dancer class would be nice

Making a whole new class is not an expansion on a past work :smalltongue: Maid got through because... honestly Dungeon Delver works better as a maid than as a pseudo-Savant fix.

That said I'm in the mood to make everyone into forms of Skill Focus at the moment and you're nearby so...

Slavemaster's Skill Focus: (http://www.giantitp.com/forums/showthread.php?449056-Variations-on-a-Theme-Skill-Focus) [General]
You are particularly capable of receiving aid with a specific skill.
Prerequisites: Leadership.
Benefit: When you take this feat select a single skill. You gain an additional +2 bonus to that skill when a creature uses Aid Another to aid your use of that skill. This applies for each creature up to a total of +6 from this feat.
Special: You may take this feat multiple times each time you do you must select a different skill.
Special: This feat counts as Skill Focus for the purpose of prerequisites.

ImperatorV
2016-09-03, 07:48 PM
Second permission granted. No specific request this time, as usual I like having minions to do my dirty work while still being strong in combat myself.

Zaydos
2016-09-03, 07:57 PM
Second permission granted. No specific request this time, as usual I like having minions to do my dirty work while still being strong in combat myself.

At the moment I am mad with power and making Skill Focus variations of everyone...

Imperator's Skilled Command (http://www.giantitp.com/forums/showthread.php?449056-Variations-on-a-Theme-Skill-Focus) [General]
Your allies benefit from the example of your skill.
Prerequisites: Skill Focus.
Benefit: Allies within 30 ft who can hear or see you gain the bonuses to skill checks of any Skill Focus feat (or feat which counts as Skill Focus for the purposes of prerequisites) that you possess. They do not gain any other benefits (if any) from these feats, and they gain the same bonus that you are gaining from the feat (not what they would have if they had the feat). If they have the Skill Focus feat in question the bonus from this feat does not stack with it.

ImperatorV
2016-09-03, 08:35 PM
Interesting... With some feat investment you could get skill adept with this, and grant a bunch of followers +6 to something... There should be some way to use that... Wait I've got it handle animal. Mass beastmaster army. There we go.

Hey, Universal skill focus is a thing... +3 to all craft checks, build a fortress town, use high-performance economy to attract immigrants...

Definitely has some good options if you build around it. This feat has the Imperial Seal of Approval.

Eno Remnant
2016-09-03, 09:05 PM
My permission is once more offered, for however long it's worth anything to you :smalltongue:

Zaydos
2016-09-03, 09:19 PM
Continuing my skill focus kick...


I'll give permission! Again.

Want to know what you can do with some of my homebrewing foci, like symbionts, my experimental prcs, my races, etc.

Aberrant Skill Focus [Aberrant]
Your aberrant blood fuels your talents.
Prerequisites: Aberrant Blood.
Benefit: When you take this feat select a single skill. You gain a bonus to that skill equal to 1 plus the number of aberrant feats you possess.
Special: You may take this feat multiple times, each time you do you must select a different skill.
Special: This feat counts as Skill Focus for the purpose of prerequisites.


I will happily give permission again. Something about knowledge gathering in grixis might be neat, if you need the suggestion, but if not all is good! Or making tiny artifacts...

Artificer's Skill Focus [General]
You are able to siphon small amounts of energy from your magic items to fuel your skills.
Benefit: When you take this feat select a single skill. You gain a bonus to that skill equal to 1/2 the body slots you have filled with magic items (magic armor is considered to fill the Body Slot as you cannot wear an item which occupies the Body Slot along with magic armor).
Special: This feat counts as Skill Focus for the purpose of prerequisites.
Special: This feat is a supernatural ability.


Yo Zaydos, You don't need my permission to use my persona as inspiration. Do whatever you want. If you want me to give you feedback about how I feel about something, I'll try to do so when I am not... In that state of mind... I sometimes wonder if a psychologist would find me interesting or extremely boring.

edit: also don't feel the need to make more stuff for me cause I posted, you do you.

Wild Skill Focus [Anarchic]
Chaos flows through your actions giving moments of extraordinary results in clinch situations.
Prerequisites: Chaotic alignment.
Benefit: When you take this feat select a single skill. When you use that skill in a situation where you are rushed or threatened (i.e. normally could not take 10) roll 1d12-2 and add the result (this may be negative) to your skill check. If you have performed a Lawful act within the last hour roll 1d12-5 instead.
Special: You may take this feat multiple times, each time you do you must select a different skill.
Special: This feat counts as Skill Focus for the purpose of prerequisites.
Special: This feat is a supernatural ability.


I'm still here.

illyahr's Song of Skill [Bardic Music]
You have learned a song which you sing to yourself to perform tasks of daring and success.
Prerequisites: Bardic Music, Perform 3 ranks.
Benefit: Select an ability score other than Charisma. You can expend one daily use of your bardic music ability as a swift action to perform a Song of Skill. For as long as you perform this song of skill, and for 1 minute afterwards, you gain a +3 bonus to all skill checks based on that ability score. This is considered a bardic music performance and follows the normal rules for them.

If you use Inspire Competence on a creature they gain a +3 competence bonus to all skill checks based upon the chosen ability score, this stacks with the +2 competence bonus from Inspire Competence if the inspired skill is based upon the chosen ability score.
Special: You may take this feat multiple times, each time you must choose a different ability score, but you do not have to choose which ability score to boost when you use the Song of Skill it instead boosts all skills associated with all chosen ability scores.


My permission is once more offered, for however long it's worth anything to you :smalltongue:

You have just doomed yourself to be a form of Skill Focus.

Graced Skill Focus
Your divine grace extends to your talents outside of mere survival.
Prerequisites: Divine Grace.
Benefit: When you take this feat select a single non-Charisma based skill. You may add 1 plus your Charisma modifier to your skill checks with the selected skill.
Special: You may take this feat multiple times, each time you do you must select a different skill.
Special: This feat counts as Skill Focus for the purpose of prerequisites.
Special: If you are Good this feat is considered an Exalted feat, if you are Evil it is considered a Vile feat. Regardless this feat is a supernatural ability.

EdroGrimshell
2016-09-03, 10:00 PM
Aberrant Skill Focus [Aberrant]
Your aberrant blood fuels your talents.
Prerequisites: Aberrant Blood.
Benefit: When you take this feat select a single skill. You gain a bonus to that skill equal to 1 plus the number of aberrant feats you possess.
Special: You may take this feat multiple times, each time you do you must select a different skill.
Special: This feat counts as Skill Focus for the purpose of prerequisites.

Nice. This is actually perfect for a character I'm working on.

illyahr
2016-09-03, 11:39 PM
illyahr's Song of Skill
You have learned a song which you sing to yourself to perform tasks of daring and success.
[b]Prerequisites: Bardic Music, Perform 3 ranks.
Benefit: Select an ability score other than Charisma. You can expend one daily use of your bardic music ability as a swift action to perform a Song of Skill. For as long as you perform this song of skill, and for 1 minute afterwards, you gain a +3 bonus to all skill checks based on that ability score. This is considered a bardic music performance and follows the normal rules for them.

If you use Inspire Competence on a creature they gain a +3 competence bonus to all skill checks based upon the chosen ability score, this stacks with the +2 competence bonus from Inspire Competence if the inspired skill is based upon the chosen ability score.
Special: You may take this feat multiple times, each time you must choose a different ability score, but you do not have to choose which ability score to boost when you use the Song of Skill it instead boosts all skills associated with all chosen ability scores.

Ooooooh, like this very much. :smallsmile:

caledscratcher
2016-09-04, 01:15 AM
Renewing my permapermission. Feel free to do whatever. :D

Zaydos
2016-09-04, 02:28 AM
:smallbiggrin:


Interesting... With some feat investment you could get skill adept with this, and grant a bunch of followers +6 to something... There should be some way to use that... Wait I've got it handle animal. Mass beastmaster army. There we go.

Hey, Universal skill focus is a thing... +3 to all craft checks, build a fortress town, use high-performance economy to attract immigrants...

Definitely has some good options if you build around it. This feat has the Imperial Seal of Approval.

+3 to Profession checks helps that economy too (D&D economy functions on it's magic I don't have to explain it, right?). Glad you like it. I like Skill Focus (obviously) even if looking at soulmelds I'm pretty sure the creators eventually realized it was just too weak (soulmelds most common base shape benefit +4 to 2 skills, and available as a feat). That said I like making things that work with it to do neat things because 1) it's fun to throw on as a bonus feat on things*, and 2) it's a fairly common PrC prerequisite.

*I now am tempted to make a fighter fix which is just 4 + Int skills, some improvements to their skill list, and they gain (Fighter's) Skill Focus on every dead level. Call it Expert Fighter or something.


Nice. This is actually perfect for a character I'm working on.

I felt like I was cheating a bit because I could almost swear I made the feat before but couldn't find it (might have been for an RL game).


Ooooooh, like this very much. :smallsmile:

Where as here I felt like I was cheating because it wasn't really Skill Focus but conceptually it fills a very similar place (and it's you know worth a feat).

Eno Remnant
2016-09-04, 07:52 PM
You have just doomed yourself to be a form of Skill Focus.

I mean, at least it's not Weapon Focus.


Graced Skill Focus
Your divine grace extends to your talents outside of mere survival.
Prerequisites: Divine Grace.
Benefit: When you take this feat select a single skill. You may add 1 plus your Charisma modifier to your skill checks with the selected skill.
Special: You may take this feat multiple times, each time you do you must select a different skill.
Special: This feat counts as Skill Focus for the purpose of prerequisites.
Special: If you are Good this feat is considered an Exalted feat, if you are Evil it is considered a Vile feat. Regardless this feat is a supernatural ability.

What I just read is Paladin skillmonkey, and I approve completely. Kudos, O dragon of peanuts.

EDIT: That said, and as much of a munchkin as I can be, you may want to add a passage preventing its use on Charisma-based skills. Double Charisma to UMD and Diplomacy would be a tad ridiculous. Not to mention what I'd do with Iaijutsu Focus...

Draconium
2016-09-04, 08:34 PM
Oh hey, look. This is a thing again. Huzzah. I suppose I'll give my permission again if you feel like doing more dragon stuff or whatever.... Don't mind me, just a bit under the weather.

NeoPhoenix0
2016-09-04, 09:38 PM
Wild Skill Focus [Anarchic]
Chaos flows through your actions giving moments of extraordinary results in clinch situations.
Prerequisites: Chaotic alignment.
Benefit: When you take this feat select a single skill. When you use that skill in a situation where you are rushed or threatened (i.e. normally could not take 10) roll 1d12-2 and add the result (this may be negative) to your skill check. If you have performed a Lawful act within the last hour roll 1d12-5 instead.
Special: You may take this feat multiple times, each time you do you must select a different skill.
Special: This feat counts as Skill Focus for the purpose of prerequisites.
Special: This feat is a supernatural ability.

oh hey a random skill focus. Say, out of curiosity is there a reason for some of these to be supernatural?

Zaydos
2016-09-04, 09:48 PM
I mean, at least it's not Weapon Focus.

I like weapon focus... at low levels (it doubles how much you can PA for optimally).


What I just read is Paladin skillmonkey, and I approve completely. Kudos, O dragon of peanuts.

EDIT: That said, and as much of a munchkin as I can be, you may want to add a passage preventing its use on Charisma-based skills. Double Charisma to UMD and Diplomacy would be a tad ridiculous. Not to mention what I'd do with Iaijutsu Focus...

It's already possible with a 1 level dip in Marshal (also gets Skill Focus Diplomacy, oh and it's all Charisma skills from the one level). I'm not too worried what a paladin could do with it (even with +10 Charisma it's a feat for 10 skill points which is worse than Nymph's Kiss).


oh hey a random skill focus. Say, out of curiosity is there a reason for some of these to be supernatural?

The anarchic one is supernatural because besides 'you must be chaotic' that's the only rule I remember about anarchic feats (they were a Dragon Magazine chaotic equivalent of Exalted/Vile). The artificer's one is Su because you're drawing excess magical energy from magic items, no magic no excess magical energy, and it's easier to say 'this is Su' than 'this doesn't function in an anti-magic zone but is still Ex for... reasons that will never be made clear'. The paladin one is Su because it is thematically tied to an Su ability and is either Exalted (Exalted feats are Su) or Vile (Vile feats are Su) or someone allowed a neutral paladin and... well it's still drawn from some external higher power.

AtlasSniperman
2016-09-05, 06:44 PM
I would "give permission" as so many people have done.
But I'm not really big enough on this forum to warrant it or even be any source of inspiration :P

Illven
2016-09-05, 10:15 PM
I regive permission.

VoodooPaladin
2016-09-05, 11:25 PM
I would "give permission" as so many people have done.
But I'm not really big enough on this forum to warrant it or even be any source of inspiration :P

Don't feel bad, neither am I. :smallsmile:

Put me on your list, Zaydos! I promise, whatever comes out of my souls and/or personae will only slightly compromise the integrity of your own.

Zaydos
2016-09-06, 01:38 AM
Oh hey, look. This is a thing again. Huzzah. I suppose I'll give my permission again if you feel like doing more dragon stuff or whatever....

Alright Eeyore, won't pay you any head at all.

Expanded Bardic Music (http://www.giantitp.com/forums/showthread.php?499566-Songs-of-the-Bards-Expanded-Bardic-Music-Options)

Draconium's Song of Hoard Warding (https://www.youtube.com/watch?v=sdOahSHDpUc)
You have learned the ancient draconic songs of hoard warding those songs of the dragons that they used in the primal world to protect their hoards from the proto-humanoids that would eventually become elves.
[b]Prerequisites: Perform 6 ranks, and either Bardic Music or being a True Dragon.
Benefit: You gain two new uses of bardic music. In the first you may perform while pacing around an area of up to one 5-ft square per rank in Perform you possess in a ritual that takes 10 minutes and one use of your bardic music ability. Once you have finished for the next 4 hours per bard level if any object within the area is removed from the area you are instantly mentally alerted to this fact (as if with an alarm spell) as long as you are on the same plane.

In the second you may perform to an object for 1 full round and cause it to animate and follow you for as long as you sing. This costs one use of your bardic music ability and the object may be no larger than medium plus one size category per 4 bard levels. This object does not fight, it simply moves to remain as close to you as possible and takes no other actions. The object will follow you as long as you continue to sing and remain on the same plane taking the most direct route. If it runs into an impassable region it will attempt to detour around it to get to you. You must be adjacent to an object when you begin this song, or it must be within the warded area of this feat's first use. A locked door animated by this ability will not unlock itself to get to you, and the object may not be merely a portion of a larger intact object.
Special: A true dragon with this feat may use its abilities 1/day per age category and uses their character level plus any bard levels in place of their bard level for its effects.
Special: A 3rd level dragonblood bard may choose to gain the ability to perform these songs instead of Inspire Competence.

Zaydos
2016-09-06, 02:05 AM
I would "give permission" as so many people have done.
But I'm not really big enough on this forum to warrant it or even be any source of inspiration :P

More inspired by looking at your old threads than a caricature (I think I might could do a real caricature but I'm getting sleeping) and not really a past work so much as a sudden current project but...

Harmonizing Familiar [General]
Your familiar is able to provide harmonization or even back up 'vocals' for your bardic music.
Prerequisites: Bardic Music, ability to summon a familiar, Perform (song) 6 ranks.
Benefit: Your familiar may sing with you when you perform Bardic Music increasing your effective bard level for that song by 3 at the cost of an additional daily use of bardic music.

In addition your familiar may perform bardic music, using its natural calls and sounds to 'sing', in your stead. If it does so it still costs you a use of bardic music but it does not cost you an action and you may perform actions while your familiar sings, including your own bardic music performance. Your familiar may only perform bardic music abilities as if it had 6 less levels of bard than you do, so it may only use those which are available to a bard 6 levels lower and the effects are likewise reduced. Your familiar takes a -5 penalty to any Perform check made as part of the bardic music performance because although it may have the technical skill to perform the song the song's power is only an echo of what it would be for a true bard of such skill.

Oh and for Barbarians' familiars instead of Share Spells they get Share Rage, and instead of deliver touch spells they get 5-ft reach despite being tiny and their natural weapons deal damage as if they were one size category larger.

BasketOfPuppies
2016-09-06, 07:50 AM
I'll regive permission as well.

Draconium
2016-09-06, 04:15 PM
Expanded Bardic Music (http://www.giantitp.com/forums/showthread.php?499566-Songs-of-the-Bards-Expanded-Bardic-Music-Options)

Draconium's Song of Hoard Warding (https://www.youtube.com/watch?v=sdOahSHDpUc)
You have learned the ancient draconic songs of hoard warding those songs of the dragons that they used in the primal world to protect their hoards from the proto-humanoids that would eventually become elves.
[b]Prerequisites: Perform 6 ranks, and either Bardic Music or being a True Dragon.
Benefit: You gain two new uses of bardic music. In the first you may perform while pacing around an area of up to one 5-ft square per rank in Perform you possess in a ritual that takes 10 minutes and one use of your bardic music ability. Once you have finished for the next 4 hours per bard level if any object within the area is removed from the area you are instantly mentally alerted to this fact (as if with an alarm spell) as long as you are on the same plane.

In the second you may perform to an object for 1 full round and cause it to animate and follow you for as long as you sing. This costs one use of your bardic music ability and the object may be no larger than medium plus one size category per 4 bard levels. This object does not fight, it simply moves to remain as close to you as possible and takes no other actions. The object will follow you as long as you continue to sing and remain on the same plane taking the most direct route. If it runs into an impassable region it will attempt to detour around it to get to you. You must be adjacent to an object when you begin this song, or it must be within the warded area of this feat's first use. A locked door animated by this ability will not unlock itself to get to you, and the object may not be merely a portion of a larger intact object.
Special: A true dragon with this feat may use its abilities 1/day per age category and uses their character level plus any bard levels in place of their bard level for its effects.
Special: A 3rd level dragonblood bard may choose to gain the ability to perform these songs instead of Inspire Competence.

...

Mine.

*slithers back into my hoard with it*



Okay, in all seriousness, this is actually a fun little thematic feat. Not too powerful, but very flavorful and surprisingly useful. The first ability is useful for guarding your hoard, and lets you do so without wasting a spell slot. And while the second ability won't be giving you an extra fighter, I could see some uses for it. Even if they are somewhat... Disney-esque in nature.

And the amazing song you selected to go with it is just the cherry on top. Thank you for the wonderful gift, Zaydos!

Zaydos
2016-09-06, 06:11 PM
I'll regive permission as well.

New Formshifter Invocation (http://www.giantitp.com/forums/showthread.php?475783-Form-Shifter-%283-5-Base-Class-Invocations-Wild-Shape%29) (could also be added to other invocation using classes balance wise but thematically intended as formshifter)

Facade of the Puppy
Least, 2nd
You transform into an immature dog, or a puppy as they are commonly known. This functions as Wild Shaping into a dog except you do not recover hp, and it is reduced to tiny size. Your speed becomes 30 ft, your Str becomes 9, your Dex becomes 17, and your Con becomes 15, and you gain natural armor +1. Your size becomes Tiny, you gain a Bite natural attack as a primary natural weapon dealing 1d3 damage. In addition to the normal traits of wild shaping into a dog you gain Low-Light Vision, and Scent. Finally humanoid creatures which see you must make a Will save in order to attack you in any potentially lethal manner (they may grapple you), this is a mind-affecting charm effect, if you attack a creature this effect is broken for all creatures observing you. Facade of the Puppy lasts for 24 hours, but can be dismissed prematurely as a standard action.

Zaydos
2016-09-06, 06:17 PM
...

Mine.

*slithers back into my hoard with it*



Okay, in all seriousness, this is actually a fun little thematic feat. Not too powerful, but very flavorful and surprisingly useful. The first ability is useful for guarding your hoard, and lets you do so without wasting a spell slot. And while the second ability won't be giving you an extra fighter, I could see some uses for it. Even if they are somewhat... Disney-esque in nature.

And the amazing song you selected to go with it is just the cherry on top. Thank you for the wonderful gift, Zaydos!

Thanks :smallredface:

While I am tempted to argue it's more folk lorish than Disney but Disney does it a lot. I mean they got it from folk lore, but I did imagine the ability in 80s style Disney animation. It infected my childhood.

Zaydos
2016-09-08, 08:04 PM
I'VE SEEN THROUGH THE FACADE AT LAST! I SHOULD HAVE KNOWN IT FROM THE FIRST, YOU'RE ALL SPIDERS! SPIDERS! SPIDERS!!!


Another Clutter of Spiders (http://www.giantitp.com/forums/showthread.php?425463-Spiders-spiders-everywhere!-A-Clutter-of-Spider-Creatures)


For now and all future reference: I, LoyalPaladin, give Zaydos permission to craft any content in my likeness. So long as he sends me the finished product!*

*I am not liable for any IZ42's that are harmed in the crafting of said content.

Spider, Sacred Reaper
Medium Magical Beast (Good)
Hit Dice:5d10+15 (42 hp)
Initiative: +7
Speed: 40 ft (8 squares), climb 20-ft
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: +5/+8
Attack: Bite +8 melee (1d6+4 and positoxin) or web +8 ranged touch
Full Attack: Bite +8 melee (1d6+4 and positoxin) or web +8 ranged touch
Space/Reach: 5 ft/5 ft
Special Attacks: Ghostly Webs, Positoxin, Web, Wraithslayer
Special Qualities: Darkvision 60-ft, Deathsense, Untouched by Death
Saves: Fort +7, Ref +7, Will +2
Abilities: Str 16, Dex 17, Con 16, Int 5, Wis 12, Cha 13
Skills: Climb +11, Hide +6, Listen +3, Move Silently +6, Spot +9, Survival +1 (+9 when tracking undead).
Feats: Alertness, Improved Initiative, TrackB
Environment: Warm Deserts
Organization: Varied.
Challenge Rating: 3 (4 for undead heavy groups)
Treasure: None.
Alignment: Always Lawful Good.
Advancement: 6-9 HD (Medium) 10-13 HD (Large).
Level Adjustment: +2 (cohort)

In the year 354 N.C. the desert dwelling Tazmiri halflings were driven by the burgeoning Kraz empire from their traditional migration route, forced from their normal oases they dared the old necropolis of the millennia dead Tashirin. They made it half way to the oasis within when the ghouls attacked. The Tazmiri were driven into a temple of Alzrin the old Tashirin god of the dead. The ghouls could not enter that sanctified hall, but the Tazmiri were unable to leave and the monstrous spiders which had taken up residence attacked the halfling nomads. The halflings cleansed the temple of the spiders killing them and heaping their bodies at the atrium of the temple. In desperation they turned to prayer, praying to Yondalla and to the, to them unnamed, god of the temple.

Alzrin answered. It had long been his duty to protect the necropolis from those who would disrupt the eternal rest of those interred within, but the plague of ghouls had infested those grounds after the Tashirin empire fell and Alzrin's name was forgotten. Still he was a god, and he was stirred to action once more by those fervent prayers of need. He chose to act, sending the celestial spirits to the Prime to transform those spiders that were not dead but merely dying, and make them rise again.

These spiders became the first Sacred Reapers. They helped to slay the undead of the necropolis, and escort the halflings to the oasis at its heart. There they gave the halflings an edict from their god. They would be allowed to stay within the necropolis, protected from the burgeoning orcish empire, but in exchange for dwelling in these sacred grounds they must tend to them and aid the sacred reapers in their duties of cleansing them of the undead.

Centuries have passed. The Kraz empire burned strong and bright and fell to be destroyed by its enemies within a generation, but the once nomadic Tazmiri dwell still in the necropolis, its once great undead infestation all but gone. The Sacred Reapers have spread from the necropolis in the centuries since, continuing their inborn purpose of the eradication of the undead.

Alzrin is a Lawful Good deity whose domains include Law, Good, Repose, and Protection. His titles include 'Shepherd of Souls' and 'Keeper of the Dead'. He is opposed to undeath as it prevents the eternal rest of the soul.

Combat:

Sacred reapers prefer not to fight non-undead, although they will hunt for food. They fight much like any other web spinning spider, although they rely less upon their poison, as it only affects the undead.

Deathsense (Su): A sacred reaper is able to sense their natural foes. A sacred reaper can detect undead within 30-ft as if they had blindsight, normal walls do not block this ability, although lead and adamantine do. In addition undead possess a distinct odor to the nose of the sacred reaper and they have scent in regards to the undead, and only the undead.

Ghostly Webs (Su): A sacred reaper's webs are endued with powers to bind and trap restless spirits and may affect incorporeal undead as if they were corporeal creatures and incorporeal undead may not pass through a sacred reaper's webs. Incorporeal undead bound this way may use their Charisma in place of Strength for checks to try and escape the webs and gain a +4 bonus to such checks.

Positoxin (Su): A sacred reaper's bite attack carries with it a powerful dose of positoxins feared by the undead. Unlike normal positoxins a sacred reaper's positoxin may reduce the target's ability score to 0. A sacred reaper's positoxin has an initial and secondary damage of 1d6 Dexterity drain and 1d4 Charisma damage, and a Fort DC of 13 (Con based, includes a racial -2 penalty).

Untouched by Death (Su): The supernatural life-force of a sacred reaper protects it from harm from the undead and necromantic magic. A sacred reaper takes 1 less negative level from energy drain and negative energy based effects, and half damage from negative energy effects. In addition they gain a +2 deflection bonus to AC against undead and necromancy spells and spell-like abilities (including melee touch with a necromancy spell, or melee attacks that channel one), and a +2 resistance bonus to saving throws against the supernatural abilities of undead and against necromancy spells and spell-like abilities.

Webs (Ex): A Sacred Reaper may spin webs as a web-spinning medium monstrous spider. A single strand is strong enough to support the spider and one other medium creature. They can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to large size. An entangled creature can escape with a successful Escape Artist check (DC 15) or burst it with a Strength check (DC 19). Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.

Sacred Reapers often create sheets of sticky webbing 15 feet square. They usually position these sheets to snare flying creatures, especially incorporeal undead, but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/—.

A sacred reaper can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Wraithslayer (Su): A Sacred Reaper is a foe to the undead and is able to strike incorporeal undead as if their natural weapons were ghost touch. They may also inflict their positoxin on incorporeal undead and it will inflict Charisma damage, although the Dexterity drain is negated; this only applies directly from the Sacred Reaper, if its positoxin is harvested it has no effect on incorporeal undead (as is standard for positoxins).

Skills: Sacred Reapers have a +4 racial bonus on Spot checks and a +8 racial bonus on Climb checks. A sacred reapers can always choose to take 10 on Climb checks, even if rushed or threatened. A Sacred Reaper gains a +8 racial bonus on Survival checks to track undead creatures by scent.

Sacred Reapers and PCs: A 7th level or higher small sized paladin may summon a sacred reaper as a mount, if they do so they are treated as 2 levels lower for the special abilities of their special mount. A paladin with a sacred reaper spider special mount may imbue it with a portion of their lay on hands ability as a standard action requiring a touch. The paladin selects an amount of their lay on hands ability, up to their remaining total, and the sacred reaper gains lay on hands with that pool and the paladin loses that amount of lay on hands. When the sacred reaper is unsummoned, dies, or as a standard action the paladin regains any lay on hands points the sacred reaper may retain and it loses them.


I would "give permission" as so many people have done.
But I'm not really big enough on this forum to warrant it or even be any source of inspiration :P

Spider, Atlas Mountain Sniper
Large Magical Beast
Hit Dice:12d10+60 (126 hp)
Initiative: +4
Speed: 40 ft (8 squares), climb 20-ft
Armor Class: 25 (-1 size, +4 Dex, +7 natural, +5 armor), touch 13, flat-footed 17
Base Attack/Grapple: +12/+23
Attack: Bite +18 melee (1d8+10 and poison) or thrown boulder +16 ranged (2d6+7) or slung stone +16 ranged (1d6+7)
Full Attack: Bite +18 melee (1d8+10 and poison) or thrown boulders +14/+14/+9/+4 ranged (2d6+7) or slung stones +14/+14/+9/+4 ranged (1d6+7)
Space/Reach: 10 ft/5 ft
Special Attacks: Poison, Rock Throwing, Stone Slinging
Special Qualities: Darkvision 60-ft, Powerful Lift, Resistant Mind, Rock Armor, Rock Catching, Tremorsense 60-ft.
Saves: Fort +13, Ref +12, Will +5 (+11 vs Mind-Affecting)
Abilities: Str 24, Dex 19, Con 20, Int 2, Wis 12, Cha 7
Skills: Climb +15, Hide +3 (+11 in mountains), Listen +5, Move Silently +5, Spot +14.
Feats: Far Shot, Improved Precise Shot, Point Blank Shot, Precise Shot, Rapid Shot, Quick DrawB
Environment: Warm Mountains
Organization: Solitary, pair, or avalanche (4-16).
Challenge Rating: 10
Treasure: Incidental.
Alignment: Always True Neutral.
Advancement: 13-20 HD (Large) 21-36 HD (Huge).
Level Adjustment: -.

Atlas Mountain sniper spiders are feared creatures of the mountain peaks. Dwelling atop tropical mountains they hunt prey, and protect their territory, by launching volleys of boulders at their prey and foes, slinging rocks and stones to crush foes. Mountain sniper spiders are sometimes raised as guard beasts by storm giants and cyclopses who share their habitat, and even the rare stone giant that lives in warmer regions. These guard beasts are trained to act as boulder based artillery for their masters, slinging stone bullets down at foes, or tossing the heavier boulders at them.

Even in the wild mountain sniper spiders use their specialized forelegs to catch and toss massive stones, or whip them at high speeds to sling smaller stones at enemies with extreme speed and force. They carry these rocks about in webbed nets, and a typical mountain sniper spider carries 6 boulders, and 30-40 stones suitable for slinging, at their lair they may have a significantly larger number of boulders within reach at all times.

Combat:

A mountain sniper spider fights by flinging boulders with its specialized forelegs. They prefer to avoid close combat, but if forced into melee will defend themselves with their poisonous bites. Although they are capable of making sticky webs with which to attach boulders to their bodies

Poison (Ex): A mountain sniper spider's bite carries a paralytic poison as a last resort. If forced to engage in melee mountain sniper spiders will poison their foes and then crush them to a pulp afterwards with their carried boulders. A mountain sniper spider's poison has a Fort save DC of 21, initial damage of 1d8 Dex, and secondary damage of 10 minutes paralysis.

Powerful Lift (Ex): A mountain sniper spider has the carrying capacity of a huge quadrupedal creature instead of a large one.

Resistant Mind (Ex): A mountain sniper spider gains a +6 racial bonus on saving throws against mind-affecting effects.

Rock Armor (Ex): The boulders a mountain sniper spider carries with it serve as a sort of make-shift armor. A mountain sniper spider gains an armor bonus to AC equal to the number of boulders carried webbed to their body (max +5) and may draw these boulders with quick-draw. This is considered light armor and has an Armor Check Penalty of -2, Max Dex of +4, and Arcane Spell Failure of 20%; each 2 less than 5 boulders carried reduces the ACP by 1, the ASF by 5%, and increases their Max Dex by +1, every boulder beyond 6 increases the ACP and ASF by 5%, reduces their Max Dex by 1, and if they carry at least 8 it is medium armor, and at least 12 it is heavy armor. Due to the camouflaging effects of the rocks this armor's ACP is not applied to hide checks in the mountains.

Rock Catching (Ex): A mountain sniper spider can catch Small, Medium, or Large rocks (or projectiles of similar shape).

Once per round, a mountain sniper spider that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The mountain sniper spider must be ready for and aware of the attack in order to make a rock catching attempt.

Rock Throwing (Ex): Mountain sniper spiders are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A mountain sniper spider can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments with 140 ft range increments increased to 280 ft due to their Far Shot feat.

Stone Slinging (Ex): Mountain sniper spiders' specialized forelimbs while able to throw boulders with surprising range and accuracy are actually designed to perform an almost whip like motion to sling small stones (~3 lbs, diminutive objects) at foes. Like with boulders they gain a +1 racial bonus on attack rolls with these weapons, but can throw them up to five range increments with 400 ft range increments increased to 800 ft due to their Far Shot feat. A mountain sniper spider at extreme ranges is an extremely deadly foe (and should have increased CR due to terrain advantage).

Skills: Mountain sniper spiders have a +4 racial bonus on Listen checks and a +8 racial bonus on Climb and Spot checks. A mountain sniper spider can always choose to take 10 on Climb checks, even if rushed or threatened. A mountain sniper spider gains a +8 racial bonus on Hide checks within their native mountains.



I regive permission.

Spider, Army (Illvenid)
Small Outsider (Extraplanar, Lawful)
Hit Dice:3d8+6 (19 hp)
Initiative: +7
Speed: 50 ft (10 squares), climb 25-ft
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +3/+0
Attack: Bite +7 melee (1d4+1 and poison) or web +7 ranged touch.
Full Attack: Bite +7 melee (1d4+1 and poison) or web +7 ranged touch.
Space/Reach: 5 ft/5 ft
Special Attacks: Group Fighting, Poison, Web.
Special Qualities: Darkvision 60-ft, Hivemind, Outsider Traits, Telepathy 300 ft, Tremorsense 60-ft.
Saves: Fort +5, Ref +6, Will +5
Abilities: Str 12, Dex 17, Con 15, Int 6, Wis 15, Cha 10
Skills: Climb +17, Craft (any 2) +2 (+10 when related to building structures), Hide +9 (+13 in 'fortress'), Listen +12, Knowledge (architecture and engineering) +2 (+10 when related to construction or integrity of structures), Move Silently +7 (+11 in 'fortress'), Spot +12.
Feats: Improved Initiative, Weapon Finesse
Environment: Acheron.
Organization: Scout band (3-12), warband (20-120), battalion (100-1000), or army (largest recorded was ~50,000,000).
Challenge Rating: 2
Treasure: Incidental.
Alignment: Always Lawful Evil.
Advancement: 4-6 HD (Small) 7-12 HD (Medium), 13-18 HD (Large).
Level Adjustment: -.

Army spiders, or as they are also called illvenids, are a scourge of life found upon the Eternal Battlefield of Acheron. Dwelling primarily upon the 2nd and 3rd lairs of the plane, they are genocidal, communal spiders with an iron-grey color. Illvenids are communal in the extreme, barely recognizing the concept of 'self' living solely for their 'army' as a group of illvenids is called. When two armies meet the illvenids will exterminate each other, and enslave the survivors, and as such many illvenid armies have a strict caste system with the native army in command, and those armies they have directly enslaved serving under them as expendable fodder, and in some cases those slaves will have their own enslaved armies. There is only one thing which has been known to prevent two illvenid armies from warring until the destruction and enslavement of the other army the presence of other creatures.

Illvenids will not permit other creatures to live within their always expanding territory. The illvenids will exterminate absolutely any other creature they encounter expanding their territory to encompass that which the creature once controlled, even allying with other illvenid armies and allowing them movement through their territory for the task. When an illvenid inhabited cube crashes into another inhabited cube of Acheron the army spiders mad rush to expand into the new territory before it is lost is a bloody and horrible sight to see whichever side wins.

Illvenids live for their drive to expand, exploit, and exterminate, constantly exploring for new regions to expand into. Illvenids build 'fortresses' like massive termite mounds out of any materials available plus their webs and spit to serve as control points across their territory. These fortresses house their nurseries and creches which contain their young and eggs, as well as massive hosts of warriors. These fortresses range from being constructed of adamantine, rusted weapons and armor, and stone, to being made from the bones of creatures the illvenids have slain.

Illvenids do not speak any language, and while they have telepathy they do not use it to communicate with non-illvenids, typically ignoring any communications. Particularly intelligent (10+) illvenids know one of Common, Goblin, Infernal, or Orc, plus an additional one per point of Intelligence bonus. They do not use these languages to communicate, but merely to listen to the communications of their enemies. Illvenids will, on occasion, parley with rakshasa, baatezu, and rust dragons, due to these creatures possessing nigh invulnerability to the attacks of illvenids and a tendency to absolutely destroy illvenid armies that oppose them (single-handedly in the case of rust dragons).

Some sages claim the first illvenids were petitioners who allowed themselves to be driven to genocidal excess by the call of patriotism, others claim they are just a natural manifestation of Acheron showcasing the desire to expand at the cost of all outside the group.

Combat:

Illvenids fight with surprising cunning and tactics, instinctively working with ambushes, booby traps, and any other way they may harry or destroy opposition. No illvenid will fight alone, in fact it is unheard of for an illvenid to willingly be out of hivemind range of at least 2 other illvenids except in dire circumstances. Illvenids prefer to swarm over a single foe, using their group fighting ability to bring them down.

Group Fighting (Ex): An illvenid gains a +1 morale bonus to attack and melee damage against a creature for each other illvenid that has attacked it in melee since that creature's last turn up to a maximum bonus of the illvenid's hit dice.

Hive Mind (Su): All illvenid within telepathy range of each other are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No formian in a group is considered flanked unless all of them are. If an illvenid is in telepathy range of two illvenids who are not within telepathy range of each other it acts as a relay connecting them into the same hive mind (and so on).

Poison (Ex): An illvenid's bite carries a dangerous poison. The Fortitude save (Con based) is DC 13, with an initial damage of 1d4 Str, Dex, and Con and 1 minute sickened, and a secondary damage of 1d6 Str, Dex, and Con and fatigue (until rested).

Tremorsense (Ex): The range of an illvenid's tremorsense is doubled within an illvenid fortress.

Web (Ex): An illvenid may spin webs as a web-spinning small monstrous spider. A single strand is strong enough to support the spider and one other small creature. They can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to medium size. An entangled creature can escape with a successful Escape Artist check (DC 13) or burst it with a Strength check (DC 17). Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.

Illvenids often create sheets of sticky webbing 10 feet square per illvenid working in their construction. They usually position these sheets to snare flying creatures, but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/—.

An illvenid can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. Illvenids treat webs spun by fellow members of their army as their own web.

Skills: Illvenids have a +4 racial bonus on Listen and Spot checks and a +8 racial bonus on Climb. An illvenid can always choose to take 10 on Climb checks, even if rushed or threatened. Illvenids use Dex in place of Str for the purposes of climb checks. An illvenid gains a +4 racial bonus to Hide and Move Silently within their fortresses, and a +8 racial bonus to all Craft or Knowledge (architecture and engineering) checks related to the construction or integrity of structures.


Yo Zaydos, You don't need my permission to use my persona as inspiration. Do whatever you want. If you want me to give you feedback about how I feel about something, I'll try to do so when I am not... In that state of mind... I sometimes wonder if a psychologist would find me interesting or extremely boring.

edit: also don't feel the need to make more stuff for me cause I posted, you do you.

Spider, Limbo
Large Magical Beast (Chaotic, Extraplanar)
Hit Dice:5d10+15 (42 hp)
Initiative: +7
Speed: 40 ft (8 squares), climb 20-ft
Armor Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +5/+12
Attack: Bite +7 melee (1d6+4 and poison)
Full Attack: Bite +7 melee (1d6+4 and poison)
Space/Reach: 10 ft/5 ft
Special Attacks: Poison
Special Qualities: Darkvision 60-ft, Far Stepping, Low-Light Vision, Resistance to Acid, Cold, Electricity, Fire, and Sonic 5, Warped Space.
Saves: Fort +7, Ref +7, Will +2
Abilities: Str 17, Dex 17, Con 16, Int 7, Wis 13, Cha 10
Skills: Climb +11, Move Silently +11, Spot +4
Feats: Ability Focus (poison), Improved Initiative.
Environment: Limbo.
Organization: Solitary, or cluster (2-5).
Challenge Rating: 5
Treasure: None.
Alignment: Always Chaotic (usually neutral).
Advancement: 6-8 HD (Large); 9-15 HD (Huge).
Level Adjustment: -.

Originally descended from phase spiders brought to the plane of Limbo, Limbo spiders have developed into a dangerous species of aggressive predator found in the ever-shifting chaos of the plane. Having lost their ability to step between worlds due to being on a plane unconnected to the Ethereal, Limbo spiders have developed the ability to warp space around them instead, using it to close with foes quickly and defensively to redirect attacks and magical energies towards their foes.

Limbo spiders come in a wild variety of colors ranging from bright blues and reds to dull browns and a variety of patterns. In fact the splotches of color on Limbo spiders are said to never be the same on two spiders and change even on the same spider over a matter of hours or days at the most.

Unlike phase spiders Limbo spiders may speak Slaad. It is very rare for a Limbo spider to know any other languages.

Combat:

Limbo spiders prefer to rush into combat, use their bite attack to inflict a foe with their confusing poison and then use their far step away again and let a band of enemies fight among themselves.

Far-Stepping (Su): As a swift action a Limbo spider may warp space around them to teleport up to 400 ft. 1/day as a full-round action a Limbo spider may teleport 100d% miles in a random direction. Limbo spiders use this ability as an emergency escape measure.

Poison (Ex/Su): A Limbo spider's poison is magically charged. They inject it with their bite and it has a Fort save DC of 17 (Con based, includes Ability Focus) and a primary damage of 1d8 Con and 1 minute Confusion and a secondary damage of 1d8 Con and 10 minute Confusion. In antimagic or a dead magic zone the confusion effect of their poison is negated.

Warped Space (Su): A Limbo spider's presence warps space around itself defensively. Any attack or effect has a 20% chance of failing to affect a Limbo spider (in the case of continuous area effects this chance is applied each round) as it simply does not reach the spider. If an attack or targeted effect misses a Limbo spider due to this ability the Limbo spider may shunt it towards an adjacent creature or its own source as a free action. If this happens the effect affects the new target as if it had initially targeted them using the same attack roll.

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


I'm still here.

Monstrous Spider, Singing (Template)

A singing monstrous spider is a variety of spider which has a series of grooves along its 2nd and 3rd pairs of legs and ridges along its thorax which allow it to create a cricket-like song by running its legs against its thorax. Singing spiders are as a rule hunting spiders as their music used to attract a mate and unnerve prey and predator alike would simply drive prey away from a web-spinner's lair.

A small or larger singing spider gains the following ability:

Frightening Song (Ex): A singing spider may, as a full round action, rub its legs along its thorax to create a song which unnerves and disturbs creatures. Any creature within range (see table below) must make a Will save (DC is Constitution based and shown on the table below) or be shaken for 2d6 rounds, or if they have no more than 1/2 the spider's hit dice be paralyzed with fear for 1d3 rounds and then shaken for 2d6 minutes. Multiple frightening songs, even those of different singing spiders, do not stack, and a creature which successfully saves against a singing spider's frightening song gains immunity to that singing spider's frightening song for 24 hours.

SizeRangeWill save DC
Small15-ft10
Medium20-ft12
Large30-ft13
Huge40-ft16
Gargantuan60-ft20
Colossal90-ft28

Singing spiders have other songs in the repertoire but the frightening song is the only one with a game mechanic effect.

Singing spiders have +1 CR, or +2 if colossal.

Singing Spiders as Familiars: A singing hairy spider (uses all stats as a hairy spider) may be taken as a familiar and if so grants its master a +2 bonus to Intimidate and Perform checks. A small singing spider may be taken as an improved familiar (requires level 4+) and grants its master the same bonus and whenever it is used to deliver a touch spell inflicts its poison on the target with a -4 to the save DC of the poison. A medium singing spider may be taken as an improved familiar at level 7+, and a large one at level 10+; these function as small singing spiders granting the same advantages.


Thrallherd and twin eleven maid thralls? Interesting...

*resists temptation to make a BBEG using that build*

Oh, and Zaydos, if you feel like you have any other ideas based off of me, feel free to make them. I'm extremely pleased with what I already have, but if it boosts your creativity and/or keeps you busy until more tributes arrive, I wouldn't mind more...

Spider, Hoard Guardian Swarm
Diminutive Magical Beast (Swarm)
Hit Dice:10d10+10 (65 hp)
Initiative: +5
Speed: 30 ft (6 squares), climb 30-ft
Armor Class: 19 (+4 size, +5 Dex), touch 19, flat-footed 14
Base Attack/Grapple: +8/-
Attack: Swarm (2d6 and poison)
Full Attack: Swarm (2d6 and poison)
Space/Reach: 10 ft/0 ft
Special Attacks: Distraction, Poison
Special Qualities: Acid Immunity, damage reduction 5/magic, darkvision 60-ft, immune to weapon damage, mindless, swarm traits, tremorsense 30-ft.
Saves: Fort +7, Ref +11, Will +2
Abilities: Str 1, Dex 21, Con 12, Int -, Wis 10, Cha 2
Skills: Climb +13, Hide +17 (+27 in hoard), Listen +4, Spot +4.
Feats: -
Environment: Temperate and Warm Forests and Marshes (occasionally Deserts and Mountains as well)
Organization: Solitary, or tangle (2–4 swarms).
Challenge Rating: 5
Treasure: Double standard when not encountered within the treasure of another creature.
Alignment: Always True Neutral.
Advancement: None.
Level Adjustment: -.

Hoard guardian spiders are a variety of small, about coin sized, monstrous spiders believed to have been bred into existence by dragon biomancers. Gold, silver, or coppery in color these diminutive spiders hide within the hoards of dragons seeming to be instinctively drawn to them, and they will attack any non-dragon that wanders too close to their nest. This, coupled with their poison's most definitely unnatural effect, dragons' immunity to it, and their own immunity to acidic attacks has led many sages to theorize they were designed by green dragons* as a means of protecting their lairs.

Whatever the truth behind it, hoard guardian spiders exist in a mutualistic relationship with many green and black dragons, the dragon bringing carcasses to the horde of spiders and the spiders attacking any adventurers foolish enough to attempt to sneak into the dragon's lair to rob it while it is away. Even if the spiders fail to kill the adventurers, the aurophobia induced by their poison is often enough to prevent intrepid adventurers from looting the hoard, and the wealth they drop out of fear can even be used to augment it.

Even so compared to the dragons whose hoards they protect these creatures are barely nuisances, little biting things that wear away at foes, but even a minor nuisance can be deadly when attempting to fight a dragon. What's worse for would be baby slayers some green dragons that do not care to watch over their young directly have taken to leaving their clutches with a small hoard of copper and a swarm of these spiders. Adventurers prepared to slay hatchlings are often not prepared to deal with a swarm at the same time. Furthermore reports of fire and electricity immune breeds being used by red and blue dragons respectively have reached my ears. There are even rumors of ice immune breeds but I have yet to find any substantiated proof.

-Zasper, the Dragon Sage.

*: A certain dracolich claims to have created them during Erutnevda's Necrobotany Wars which ended its Age of Biomancy but without outside confirmation I choose not to believe self-aggrandizing dracoliches.

Combat:

A hoard guardian swarm fights much like a regular spider swarm, although they will rarely pursue prey too far beyond line of sight to their lair. Their swarm attacks deal 2d6 damage.

Distraction (Ex): Any living creature that begins its turn with a hoard guardian spider swarm in its space must succeed on a DC 16 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Poison (Ex/Su): Injury, Fortitude DC 16, initial and secondary damage 1d6 Str and 2d6 acid damage (fire immune and electricity immune swarms deal fire and electricity instead respectively) in addition a failure induces aurophobia for 1 minute (initial) or 1 hour (secondary). The save DC is Constitution-based. The energy damage and aurophobia are supernatural in nature and the aurophobia is a mind-affecting fear effect.

Any creature suffering aurophobia from this effect develops an intense fear of gold, silver (including alchemical), copper, and platinum, as well as gems and jewels of all sorts. They will not touch such objects, and if carrying them immediately divest themselves of them as quickly as possible. In addition they become frightened whenever within 5-ft of at least 20 lbs of such objects (1000 coins), and shaken as long as they can see any such object.

Skills: A hoard guardian spider swarm has a +4 racial bonus on Move Silently and Spot checks and a +8 racial bonus on Climb checks. It uses its Dexterity modifier instead of its Strength modifier for Climb checks. It can always choose to take 10 on a Climb check, even if rushed or threatened. When within a pile of coins a hoard guardian spider swarm gains a +10 racial bonus to Hide checks.


Oh, you can send me around as many times as you like, too.

Ettercap, Curse-Weaver
Medium Aberration
Hit Dice: 6d8+12 (39 hp)
Initiative: +3
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple: +3/+5
Attack: Bite +6 melee (1d8+2 plus poison)
Attack: Bite +5 melee (1d8+2 plus poison) and 2 claws +3 melee (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse, poison, web
Special Qualities: Low-light vision, spell resistance 16.
Saves: Fort +6, Ref +5, Will +7
Abilities: Str 14, Dex 17, Con 15, Int 8, Wis 15, Cha 14
Skills: Climb +10, Craft (trapmaking) +6, Hide +9, Listen +4, Spot +8
Feats: Ability Focus (curse), Great Fortitude, Multiattack
Environment: Warm forests
Organization: Solitary, or troupe (1-2 plus 3-6 regular ettercaps plus 4–12 Medium monstrous spiders)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +5

Curse-weaver ettercaps are dangerous sports and mutants occasionally born to regular ettercaps. More intelligent than their kin with a much greater force of spirit, these ettercaps have the mystical ability to weave dreadful curses and inflict them on others. They naturally gravitate towards positions of power when they are accompanied by other ettercaps, their natural abilities and superior persuasiveness making them a natural for the position.

Even more so than regular ettercaps a curse-weaver relishes the taste of still-living flesh, and especially the horror and terror felt by conscious creatures as they are eaten.

Curse-weaver ettercaps speak Common.

Combat:

Curse-weaver ettercaps are wary of melee combat like any of their kindred even though they know that they may rely upon their curse and are thus a little less hesitant than most. Still they prefer to avoid remaining within melee range of one they have cursed fleeing back again as soon as possible unless it has been rendered incapable of movement by their web or poison.

Curse (Su): A curse-weaver ettercap can naturally weave curses. 1/round they may simulate the effects of a bestow curse spell (DC 15, Charisma based) with a touch, or upon a successful claw (but not bite) attack. The curses bestowed this way last only 30 minutes, and are automatically removed with a Bestow Curse or Break Enchantment spell.

Poison (Ex): Injury, Fortitude DC 17, initial damage 1d6 Dex, secondary damage 2d6 Dex. The save DC is Constitution based and includes a +2 racial bonus.

Web (Ex):A curse-weaver ettercap can throw a web ten times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Large size. The web anchors the target in place, allowing no movement.

An entangled creature can escape with a DC 15 Escape Artist check or burst the web with a DC 19 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The web has 6 hit points, hardness 0, and takes double damage from fire.

Curse-weaver ettercaps can also create sheets of sticky webbing from 5 to 60 feet square. They usually position these to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web, or they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing receive a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section has 6 hit points, hardness 0, and takes double damage from fire.

A curse-weaver ettercap can move across its own sheet web at its climb speed and can determine the exact location of any creature touching the web.

Skills: Curse-weaver ettercaps have a +4 racial bonus on Craft (trapmaking), Hide, and Spot checks. They have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Illven
2016-09-08, 08:19 PM
Oh. Illvenid's have force webbing?

AtlasSniperman
2016-09-08, 08:20 PM
Oh I love it man, those are both awesome!

I can see myself using the Mountain Sniper spider in games quite easily. And as Large Magical Beasts, they could serve as mounts for medium creatures(Goliath Spider cavalry anyone?)

Zaydos
2016-09-08, 08:25 PM
Oh. Illvenid's have force webbing?

That'd be a copy-paste error. Only the anti-undead spiders are supposed to have ghost touch webbing.


Oh I love it man, those are both awesome!

I can see myself using the Mountain Sniper spider in games quite easily. And as Large Magical Beasts, they could serve as mounts for medium creatures(Goliath Spider cavalry anyone?)

I almost noted them being used by goliaths for cavalry, but decided it was unlikely for goliaths to manage to tame them in sufficient force (i.e. they're strong enough to squash too many goliaths) so I shifted it to big ones being used by stone giants as mounts.

illyahr
2016-09-08, 10:07 PM
I'm a force multiplier! I take your spider, and I make it better. :smallbiggrin::smallbiggrin::smallbiggrin:

Eldest
2016-09-09, 10:53 AM
I'm up for being perma permissioned for this. The one thing I'd bring up is I actually hate spiders so preferably not one based off me. Any other questions you need for ideas, ask away.

khadgar567
2016-09-09, 11:17 AM
giving permission to make any thing for me thoug totemist hellfire warlock fusion prc would be nice

Draconium
2016-09-09, 01:02 PM
Spider, Hoard Guardian Swarm
Diminutive Magical Beast (Swarm)
Hit Dice:10d10+10 (65 hp)
Initiative: +5
Speed: 30 ft (6 squares), climb 30-ft
Armor Class: 19 (+4 size, +5 Dex), touch 19, flat-footed 14
Base Attack/Grapple: +8/-
Attack: Swarm (2d6 and poison)
Full Attack: Swarm (2d6 and poison)
Space/Reach: 10 ft/0 ft
Special Attacks: Distraction, Poison
Special Qualities: Acid Immunity, damage reduction 5/magic, darkvision 60-ft, immune to weapon damage, mindless, swarm traits, tremorsense 30-ft.
Saves: Fort +7, Ref +11, Will +2
Abilities: Str 1, Dex 21, Con 12, Int -, Wis 10, Cha 2
Skills: Climb +13, Hide +17 (+27 in hoard), Listen +4, Spot +4.
Feats: -
Environment: Temperate and Warm Forests and Marshes (occasionally Deserts and Mountains as well)
Organization: Solitary, or tangle (2–4 swarms).
Challenge Rating: 5
Treasure: Double standard when not encountered within the treasure of another creature.
Alignment: Always True Neutral.
Advancement: None.
Level Adjustment: -.

Hoard guardian spiders are a variety of small, about coin sized, monstrous spiders believed to have been bred into existence by dragon biomancers. Gold, silver, or coppery in color these diminutive spiders hide within the hoards of dragons seeming to be instinctively drawn to them, and they will attack any non-dragon that wanders too close to their nest. This, coupled with their poison's most definitely unnatural effect, dragons' immunity to it, and their own immunity to acidic attacks has led many sages to theorize they were designed by green dragons* as a means of protecting their lairs.

Whatever the truth behind it, hoard guardian spiders exist in a mutualistic relationship with many green and black dragons, the dragon bringing carcasses to the horde of spiders and the spiders attacking any adventurers foolish enough to attempt to sneak into the dragon's lair to rob it while it is away. Even if the spiders fail to kill the adventurers, the aurophobia induced by their poison is often enough to prevent intrepid adventurers from looting the hoard, and the wealth they drop out of fear can even be used to augment it.

Even so compared to the dragons whose hoards they protect these creatures are barely nuisances, little biting things that wear away at foes, but even a minor nuisance can be deadly when attempting to fight a dragon. What's worse for would be baby slayers some green dragons that do not care to watch over their young directly have taken to leaving their clutches with a small hoard of copper and a swarm of these spiders. Adventurers prepared to slay hatchlings are often not prepared to deal with a swarm at the same time. Furthermore reports of fire and electricity immune breeds being used by red and blue dragons respectively have reached my ears. There are even rumors of ice immune breeds but I have yet to find any substantiated proof.

-Zasper, the Dragon Sage.

*: A certain dracolich claims to have created them during Erutnevda's Necrobotany Wars which ended its Age of Biomancy but without outside confirmation I choose not to believe self-aggrandizing dracoliches.

Combat:

A hoard guardian swarm fights much like a regular spider swarm, although they will rarely pursue prey too far beyond line of sight to their lair. Their swarm attacks deal 2d6 damage.

Distraction (Ex): Any living creature that begins its turn with a hoard guardian spider swarm in its space must succeed on a DC 16 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Poison (Ex/Su): Injury, Fortitude DC 16, initial and secondary damage 1d6 Str and 2d6 acid damage (fire immune and electricity immune swarms deal fire and electricity instead respectively) in addition a failure induces aurophobia for 1 minute (initial) or 1 hour (secondary). The save DC is Constitution-based. The energy damage and aurophobia are supernatural in nature and the aurophobia is a mind-affecting fear effect.

Any creature suffering aurophobia from this effect develops an intense fear of gold, silver (including alchemical), copper, and platinum, as well as gems and jewels of all sorts. They will not touch such objects, and if carrying them immediately divest themselves of them as quickly as possible. In addition they become frightened whenever within 5-ft of at least 20 lbs of such objects (1000 coins), and shaken as long as they can see any such object.

Skills: A hoard guardian spider swarm has a +4 racial bonus on Move Silently and Spot checks and a +8 racial bonus on Climb checks. It uses its Dexterity modifier instead of its Strength modifier for Climb checks. It can always choose to take 10 on a Climb check, even if rushed or threatened. When within a pile of coins a hoard guardian spider swarm gains a +10 racial bonus to Hide checks.

There's a fire-immune species? I'll take 200, please and thank you. Though I must ask why they have DR if they're immune to weapon damage anyways...

Zaydos
2016-09-09, 01:12 PM
There's a fire-immune species? I'll take 200, please and thank you. Though I must ask why they have DR if they're immune to weapon damage anyways...

I've seen people run DR against cave ins and certain other non-magical AoEs. Personally if someone knocked a statue down on a swarm I'd probably have it deal some damage, but I'd apply DR. Also hellwasp swarm has DR so it was in keeping with official sources.

And originally fire immune was going to be the default, but then I realized that creating them was more in keeping with Green or Blacks than Reds.

Zaydos
2016-09-09, 01:24 PM
And started work on this yesterday but it took a while, was more complicated than I'd guessed at, still I think it's done. As a note my actual knowledge of coding/programming is limited to making sure a friend didn't fail the intro to java class we took together.


I'm curious about what you could do with me, I like psionics, improvising everything at the last second, coding (which could be any number of things), and (specifically what I want to see what you do with) avoiding fighting. No problem if you can't, I haven't really interacted with you at all.


Reality Coder

A Reality Coder has been awoken to the fact that all things are just code, that reality itself is but a series of information which can be read and manipulated. Magic manipulates this code with a series of hand movements and vocal commands, psionics goes a step further manipulating it with nothing but thought, but reality coders go one further knowingly altering it.

Adventures: A Reality Coder often adventures for knowledge, after all the more they know the more they can alter the code of reality. Others seek not knowledge of how to alter the code, but knowledge of what is the purpose behind it all. A Reality Coder may seek out strange magic which breaks the normal rules to see if it tells them anything new about the half understood Source Code.

Characteristics: Reality Coders manipulate the code of reality. They are limited in that by attempting to alter the code of reality directly they risk bringing its attention to them more directly, and a reality coder who pushed themselves beyond their normal limits would not only find it failed because reality caught on and corrected itself but that reality might have decided to correct them. As such they primarily focus on modifying themselves, gaining various defensive benefits from doing so, and certain linked sets of codes that they know well and can apply safely. However they also learn some simple brute force hacks that can devastate opponents completely.

Alignment: Reality Coders come in all alignments. While Reality Coders know that life is not random, but that there are rules and programs controlling all aspects, something that would make many a soul Lawful, they often rebel against this. After all they are changing this control code, reprogramming it to their desire, and as such many Reality Coders are Chaotic. Good aligned Reality Coders tend to wear white, especially hats, where Evil aligned Reality Coders have the same penchant for black hats for some reason.

Religion: Reality Coders sometimes follow gods of Knowledge, Magic, or Trickery. Some, however, worship the Source Code of Reality as if it were a god. Some might accuse them of hypocrisy for modify the nature of their god, but they’d claim their powers are the same as those of a cleric, granted to them by the Source Code just the same as those false deities grant clerics powers.

Background: At some point in life a Reality Coder was offered a choice between the blue pill (of incarnum) and the red pill of awakening. They chose the red pill… Wait no. Many reality coders begin as wizard’s apprentices. At some point, however, they catch a glimpse at the underlying code of the world either due to a random glitch in reality, magical ritual, or perhaps the mad whim of some god. Even then many continue to become wizards, after all it’s easy to use magic to command the code. Some however abandon traditional magic to pursue the direct manipulation of reality code.

Races: A Reality Coder can be of any race, although elves are more likely than most. Dwarven reality coders are rare but not non-existent. Orcish reality coders are rarer still to the point of being unheard of.

Other Classes: I hate this section and refuse to write it at the moment.

Role: A Reality Coder’s role depends upon their domains. Their delete code and invoke glitch abilities give them a basic ability to damage or debuff enemies, and their medium BAB allows them to serve as a secondary melee, although at low levels their low hp is an issue. A Reality Coder’s domains can push them towards a primary combatant with buff heavy domains, a healer with the heal domain, a stealth-based scout with the trickery domain, etc.

Adaptation: Reality Coder is an adaptation of Incarnation (http://www.giantitp.com/forums/showthread.php?306621-So-you-want-to-play-a-god-(3-5-Base-Class-PEACH)).

GAME RULE INFORMATION
Reality Coders have the following game statistics.
Abilities: What class features an Reality Coder has that key off of an ability do so from Intelligence making it very important to the class. Beyond that they benefit from high Strength or Dexterity for combat purposes, and Constitution provides hit points.
Alignment: A Reality Coder can be any alignment.
Hit Die: d6
Starting Age: As wizard.
Starting Gold: As sorcerer.

Class Skills
The Reality Coder's class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (any, each taken individually) (Int), Profession (Wis), Psicraft (Int), Speak Language (n/a), Spellcraft (Int), Use Magic Device (Cha), and Use Psionic Device (Cha).
Special: A Reality Coder with the Trickery domain adds Move Silently and Sleight of Hand to their class skills in addition to Disguise, and Hide. A Reality Coder with the Animal domain adds Handle Animal to their class skills.

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

REALITY CODER


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
SLA Spell Level


1st

+0

+0

+0

+2
Code Library, Administrative Access (1 Domain), Code Sight, Delete Code, Power Points, Restore Default, Hack Ability
1st


2nd

+1

+0

+0

+3
Invoke Glitch, Modify Life Code (2)
1st


3rd

+2

+1

+1

+3
Modify Own Code, Hack Save
2nd


4th

+3

+1

+1

+4
Defense Code
2nd


5th

+3

+1

+1

+4
Administrator Access (2nd Domain), Hack Skill
3rd


6th

+4

+2

+2

+5
Improved Code Library, Modify Life Code (3)
3rd


7th

+5

+2

+2

+5
Lock Vital Code, Modify Own Code
4th


8th

+6

+2

+2

+6
Glitch Position
4th


9th

+6

+3

+3

+6
Scramble Code, Modify Life Code (4)
5th


10th

+7

+3

+3

+7
Administrator Access (3rd Domain), Hack Other
5th


11th

+8

+3

+3

+7
Modify Own Code
6th


12th

+9

+4

+4

+8
Greater Restore Default
6th


13th

+9

+4

+4

+8
Greater Code Library, Modify Life Code (5)
7th


14th

+10

+4

+4

+9
Hack Reality (1/day Limited Wish), Immutable Form
7th


15th

+11

+5

+5

+9
Administrator Access (4th Domain), Modify Own Code
8th


16th

+12

+5

+5

+10
Manipulate Elder Code, Modify Life Code (6), Spell Resistance
8th


17th

+12

+5

+5

+10
Manipulate Elder Code, Re-Code Position (teleport to spatial coordinates of choice, 3/day)
9th


18th

+13

+6

+6

+11
Manipulate Elder Code, Superior Code Library
9th


19th

+14

+6

+6

+11
Manipulate Elder Code, Modify Own Code
9th


20th

+15

+6

+6

+12
True Code Sight, Modify Reality
9th



Class Features
All of the following are class features of the Reality Coder.

Weapon and Armor Proficiencies: A Reality Coder is proficient in all simple weapons, as well as light armor and shields (excluding tower shields). A Reality Coder with the War domain may add 3 martial weapons and Medium Armor or 1 martial weapon and Heavy Armor.

Code Library: A Reality Coder is only as good as the code they know. While all know certain brute force hacks, and many ways to modify their own code, the world is watching and its code is self-repairing, accepted code is much easier to slip past it than random improvisation. A Reality Coder learns a library of code in the form of (Clerical) Domains. At 1st level they learn 2 domains, and at 3rd, 6th, 9th, 12th, 15th, and 18th level they learn an additional domain. They may use the 1st level spell from each learned domain as a psi-like ability 1/day, unless it is a domain that they have learned to Administrative Access for in which case that ability supersedes this one and the uses between them are not added together. In addition 1/day as a full round action a Reality Coder may choose to swap their remaining daily uses of psi-like abilities of a domain they have learned to Administrative Access for a number of uses of a domain from their code library, however doing so costs them half of their maximum daily uses of psi-like abilities of each level (rounded down) granted by Administrative Access in the swapped out domain, and they only gain uses of the new domain equal to those remaining (after the swap) in the swapped out domain. You must have all psi-like abilities you would have to sacrifice available to swap, if you are missing even a single use you cannot swap. When you regain uses of your Administrative Access ability you also reset to your default domain list. Psi-like abilities used through Code Library have their save DC (if any) based off of their Intelligence modifier not their Charisma modifier.

For example if you had the Fire, Water, Earth, and Air domains selected as your Administrative Access and could use 8th level spell like abilities (giving you 8 1st, 7 2nd, 6 3rd, 5 4th, 4 5th, 3 6th, 2 7th, and 1 8th) and had all your uses of the Fire domain you could swap it for one of the other domains in your code library, for example Animal. To do so you would lose 4 1st, 3 2nd, 3 3rd, 2 4th, 2 5th, 1 6th, and 1 7th leaving you with 4/4/3/3/2/2/1/1 uses of the Animal domain’s granted spells and no uses of the Fire domain’s. If you only had 3 1st level psi-like abilities of your Earth domain remaining you could not swap it even if you had all your other Earth domain psi-like abilities remaining.

Administrative Access (Psi): A Reality Coder learns to manipulate primal code of reality, however such code is difficult to change and reality has a tendency to fix it even as one changes it. To get around this a Reality Coder must use certain short-cuts to gain limited administrative access. This is similar in ways to arcane magic, as both are direct manipulation of the fabric of reality, however a Reality Coder learns to work that code into their very being and manipulate it with nothing more than a thought. A Reality Coder selects one of the domains in their Code Library. They gain that domain’s granted power (replacing all references to Cleric or Cleric levels with Reality Coder/Reality Coder levels) a Reality Coder the ability to use spells from the selected domain as psi-like abilities. A Reality gains access to the 1st level spell from these domains as a psi-like ability, gaining access to a new level of spell at each odd Reality Coder level beyond 1st. A Reality Coder begins with only a single use of each psi-like ability gains an extra use of each psi-like ability they possess every 2 levels beyond that which gave them access to spells of its level (as shown on the table below). Psi-like abilities used through Administrative Access have their save DC (if any) based off of their Intelligence modifier not their Charisma modifier.

A Reality Coder must pay any XP cost of these spells as normal, and they are cast at their normal casting time (instead of as a standard action) if it is greater than 1 full round, or less than one standard action.

Reality Coder gains access to a 2nd domain at 5th level, gaining a full second set of uses (though these uses must be the new domain, they cannot use uses of one to fuel the other), a 3rd domain at 10th, and their 4th and final domain at 15th.

If you gain access to a Domain which grants Greater Turning as its granted power you instead gain Turn Undead (unless you already have Turn Undead), if you gain a Domain which grants Extra Turning you instead gain either Turn Undead or Rebuke Undead (as determined by your alignment) if you do not already have either. If a domain otherwise improves Turn Undead or Rebuke Undead you gain either Turn Undead or Rebuke Undead determined by your alignment if you do not already have either unless the domain's effect specifies one or the other, in which case you gain it if you do not have it or the normal domain effect if you do.

If you gain access to the Spell Domain when you first use Anyspell or Greater Anyspell each day you select a spell and replace your uses of Anyspell or Greater Anyspell with that spell. You gain Dispel Magic in place of Mnemonic Enhancer (yes it's a Lv 3 spell in a 4th level slot, you just got Anyspell so I have to reduce the power somehow).

Planar Domains: A Reality Coder cannot select Planar Domains.

Daily SLA uses by level


Reality Coder Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st-2nd
1
-
-
-
-
-
-
-
-


3rd-4th
2
1
-
-
-
-
-
-
-


5th-6th
3
2
1
-
-
-
-
-
-


7th-8th
4
3
2
1
-
-
-
-
-


9th-10th
5
4
3
2
1
-
-
-
-


11th-12th
6
5
4
3
2
1
-
-
-


13th-14th
7
6
5
4
3
2
1
-
-


15th-16th
8
7
6
5
4
3
2
1
-


17th-18th
9
8
7
6
5
4
3
2
1


19th-20th
10
9
8
7
6
5
4
3
2



A Note on Spells as Psi-like Abilities: As spells cannot be augmented when used as psi-like abilities they are identical to spell-like abilities. The exception is for those rare abilities which ignore transparency (most of which hinder psionics over spells). It’s used because using one’s thoughts alone to manipulate reality’s code is closer to psionics than magic and that’s all.

Code Sight (Su): A Reality Coder has seen past the veil and looked at the truth of reality below it. As a standard action a Reality Coder may gain the benefit of True Seeing and Arcane Sight both with a range of 60 ft until the start of their next turn. A Reality Coder may use this ability 1/day per class level. Alternatively a Reality Coder may, as a standard action, read a creature’s code by expending a use of this ability. Doing so allows them to learn one of: all 6 of their ability scores; their max and current hp and hit dice (including die type); their type and subtype; their AC and saving throw bonuses; their BAB and total attack bonus with each attack; their highest level spell or psi-like ability and number of spell slots or number of psi-like ability and how many of those are at-will; any special resistances or immunities the creature possesses (DR, immunity to fear, fire resistance, spell resistance, etc). The target is allowed a Will save (DC 10 + ½ Reality Coder level + Int modifier) to prevent this reading.

Delete Code (Su): Reality fixes code changes. Accepted code, the psi-like abilities granted by Administrative Access and to a lesser extent a Reality Coder’s Code Library, is not fixed immediately, but randomly interjected code rarely lasts long. However a Reality Coder can delete part of a creature or object’s code working directly to destroy it, while reality reactively fixes it to the best of its ability, the ability to repair what is no longer there is limited, and this results in damage to the object (or creature) the Reality Coder was attempting to delete. Activating this ability is a standard action. When activated this ability deals 1d6 damage per class level to one target (either a creature or an object) within 20-ft +10-ft per class level. This damage is pure divine force, not subject to damage reduction or energy resistance, and deals full damage to objects although hardness still applies.No attack roll is required and there is no save to resist this effect. Once a Reality Coder uses this ability they must wait 5 rounds before using it again. No combination of feats or abilities may allow you to use your Delete Code more often than once every other round.

This counts as Deific Wrath for the purposes of feat prerequisites.

Hack Stats (Su): A Reality Coder learns how to quickly substitute one portion of their code for another. While reality fixes this substitution in quick order, it can still last long enough for a Reality Coder to put it to good use. 1/day, plus 1/day per 5 Reality Coder levels beyond 1st, a Reality Coder may hack one of their ability scores other than Intelligence. When they do so they replace that ability score with their Intelligence score for 3 + Int modifier rounds. Any modifiers already extent on it are replaced with those extent on their Intelligence (for example if a Reality Coder had taken 4 Str damage and used this ability to replace their Str the damage would be removed for the duration, at the same time if they had a +4 Belt of Strength that bonus would be lost), however if those modifiers to their Intelligence are removed (for example Fox’s Cunning was cast on them but its duration ends) they are not removed from the replaced stat, and any new modifiers to it are still applied normally (although bonuses keep their type, so if they had a +4 enhancement bonus to Intelligence used Hack Stats to augment their Strength and then had an ally cast Bull’s Strength on them it would have no effect). When this effect ends all previously extant modifiers remain (unless their duration ended) and any that were applied during its duration still apply (although they may not always stack with previous ones). The bonus to an ability score from Modify Own Code (see below) is a special exception to Hack Stats, it applies after the use of Hack Stats and when coupled with Hack Stats can increase an ability score to higher than your Int score. Using Hack Stats is a free action.

Power Points: A Reality Coder does not gain the ability to manifest psionic powers, however their manipulation of reality’s code is very similar to it, and they do begin to develop certain minor psionic abilities. A Reality Coder gains power points equal to their class level.

Restore Default (Su): A Reality Coder has altered their own code to make it return to its preferred state more quickly giving them enhanced regenerative properties. When a Reality Coder would normally regain hit points due to rest they regain hp equal to their max hp +10 and fully heal all ability damage (including burn). In addition a Reality Coder can regrow lost limbs and body parts, though doing so takes 1d3+1 weeks.

Invoke Glitch (Su): A Reality Coder learns to introduce scrambled code into a creature’s being, weakening an opponent's ability to succeed. While this code does not last long it can prove quite fatal in its short duration. When activated one target creature within 20-ft +10-ft per class level suffers a -1 penalty to attack rolls, ability checks, skill checks, and saving throws until the end of your next turn. This penalty increases by -1 for every 4 levels you have in a class which advances Delete Code. Using this ability counts as a use of Delete Code and you must wait to use either ability again until you could use Delete Code (you cannot use Invoke Glitch if you could not use Delete Code).

Modify Life Code (Ex): A Reality Coder has modified the very code of their vitality and life to make it harder to extinguish. Beginning at 2nd level an Reality Coder re-rolls ones on Reality Coder hit dice (if using average hp this means an Reality Coder gains 4 hp per die), and if they did not take their first level in Reality Coder they re-roll the hp for that level and keep it if it is better. Beginning at 6th level an Reality Coder re-rolls 1s and 2s for hp on Reality Coder levels (if using average hp this means an Reality Coder gains 4 hp/die if low average, 5 hp/die if high average, and 4.5 hp/die if true average) and re-rolls all previous dice keeping their new total hp if better than their old. At 9th, 13th, and 16th level there after the Reality Coder increases their minimum roll on Reality Coder hit dice by one, re-rolling previous health and keeping the new health if better (average hp becomes 5 when they reroll 3s, 5 for low, 6 for high, and 5.5 for true when they reroll 4s, and 6 when they re-roll all numbers less than 6) this means at 16th level they have maximum hit points for Reality Coder levels.

Modify Own Code (Ex): A Reality Coder has learned to modify their own code well enough they can make limited, and one time, tweaks to it without causing reality to lash back upon them. At 3rd level a Reality Coder may select one ability score other than Intelligence. That score is increased permanently by +2 up to the Reality Coder’s Intelligence score; this increase cannot ever result in the Reality Coder’s affected ability score being higher than their Intelligence, if it would after other modifiers the bonus from Modify Own Code is lost. Hack Stats is a special exception, a Reality Coder which uses Hack Stats on an ability score which they have modified with this ability not only applies the +2 from Modify Own Code after the replacement with their Intelligence, it may increase it to higher than their Intelligence.

At 7th level and every 4th level thereafter (11th, 15th, and 19th) a Reality Coder may again modify their code in this way. They may not however select the same ability score twice in a row, if they modify Strength at 3rd they cannot at 7th (although could at 11th).

Hack Saves (Su): A Reality Coder is able to, in an emergency, momentarily replace the code for their resistances to give them a better chance of evading an ill-fate. Beginning at 3rd level a Reality Coder may a number of times per day equal to their Intelligence modifier plus once per two class levels replace their Base Fort, Ref, or Will save bonus with ½ their character level plus their Intelligence modifier as an immediate action. This change lasts for 1 round.

Defensive Code: A Reality Coder can add a small code of defensive warding around their body. Although far from perfect, for perfect invisibility would draw reality’s backlash to them, this code is enough to mitigate if not prevent blows against the reality coder. Beginning at 4th level they gain a deflection bonus equal to one half their class level or their Charisma modifier (whichever is lower) and damage reduction overcome by magic of ½ their class level.

Hack Skills (Su): A Reality Coder does not learn only defense, they also learn how to expand upon their capacities in other regards. Beginning at 5th level a Reality Coder may, 5 times per day + 1/day per 2 Reality Coder levels beyond 5th, as a free action replace their skill ranks in a skill with their character level + 3 (i.e. max ranks for a class skill) for a single skill check initiated during that round which takes no longer than 1 hour to complete.

Improved Code Library (Sp): A Reality Coder can make better use of those codes not in their Administrative Access. Beginning at 6th level a Reality Coder may use the 2nd level spells of any domain they have selected for their code library and not selected for Administrative Access 1/day as a psi-like ability.

Lock Vital Code (Su): A Reality Coder knows how to survive whatever the cost. Beginning at 7th level as a swift action they may lock their vital code gaining immunity to lethal damage, ability damage and drain, energy drain and negative levels, death effects, and dying. Self-inflicted effects ignore this immunity (and if they’d inflict lethal damage will kill a Reality Coder despite dying immunity). At the beginning of each round this ability is in effect a Reality Coder gains negative levels equal to the number of rounds they have used this ability consecutively; ending this ability is a swift action. The negative levels from this ability last until the Reality Coder rests for 8 hours but never become permanent level loss.

Glitch Position (Su): A Reality Coder is capable of making it harder for reality to accurately track their position and location. Beginning at 8th level a Reality Coder can fly for a number of rounds each day equal to their class level with a speed equal to their land speed and good maneuverability. These rounds do not need to be consecutive. In addition as a swift action they may spend one of these rounds to teleport up to ½ their land speed.

Scramble Code (Su): Beginning at 9th level when a Reality Coder uses Delete Code upon a creature they inflict ½ the penalty from Invoke Glitch upon their target, and when a Reality Coder uses Invoke Glitch they deal ½ the damage of Delete Code. In addition 1/day per 4 levels they may use Delete Code or Invoke Glitch during their recharge period without resetting the recharge period.

Hack Other (Su): While the fundamental oversite of reality limits a Reality Coder’s abilities to deal with the code of others beyond their Administrator Access, they still learn how to do so to a limited extent. Beginning at 10th level a Reality Coder can use Hack Ability, Hack Save, Hack Skill, or Glitch Position on another creature within 10 ft per Reality Coder level (and line of sight). To do so takes the same action as normal (free, immediate, free, or swift) but costs 2 uses of the relevant ability (or in Glitch Position’s case 2 rounds). The Reality Coder sets the target’s ability score to the Reality Coder’s Intelligence, sets the target’s base saving throw to the Reality Coder’s Intelligence modifier plus ½ character level, sets the target’s skill ranks to 3 + the Reality Coder’s character level, or teleports the target ½ the Reality Coder’s speed (must teleport them to a spot that can support their weight). An unwilling target is allowed a Will save (DC 10 + ½ reality coder level + Int mod). A reality coder cannot grant a creature flight with this ability, only using the teleportation portion of Glitch Position.

Greater Restore Default (Su): One must always save one’s progress, and must always keep back up data. Beginning at 12th level a Reality Coder is prepared for the worst. As an immediate action 1/day they may initiate a heal effect which goes off on them at the beginning of their next turn. They may use this in response to an attack that might disable them (used before they make their save if any) or knock them out so that at the start of their next turn the heal effect is triggered and cures the disabling status. This functions as a heal spell and a regenerate spell cast on them with a CL of their Reality Coder level, but is a supernatural ability, and is not positive energy based having the same effect on them whether they are alive, undead, or a construct. If they die before the heal spell can trigger they’re dead and it does them no good.

Greater Code Library (Sp): A Reality Coder can make better use of those codes not in their Administrative Access. Beginning at 13th level a Reality Coder may use the 3rd level spells of any domain they have selected for their code library and not selected for Administrative Access 1/day as a psi-like ability.

Hack Reality (Sp): Through force of will and intellect a Reality Coder does learn to perform amazing feats despite the overwatch of reality’s self-governance and self-repair. Beginning at 14th level a Reality Coder may use Limited Wish as a psi-like ability 1/day, they do not need to pay its XP cost. Intelligence is used in place of Charisma for any saving throw allowed by this effect.

Immutable Form (Ex): A Reality Coder’s form is their own and it is not difficult for them, once they have learned the sufficient skills, to lock access to it from all others. Beginning at 14th level an Reality Coder is immune to polymorphing, petrification, or any other attack that alters its form. Any shape-altering powers the Reality Coder might have work normally on itself.

Manipulate Elder Code (Su): A Reality Coder learns to manipulate the very eldest source codes of reality. While their power to do so is still quite limited, even limited ability to manipulate such things is a potent and world-shaking tool. Beginning at 16th level and every level thereafter except 20th a Reality Coder selects one of their domains chosen for Administrator Access and gains the Domain Transcendency power associated with it (see Incarnation (http://www.giantitp.com/forums/showthread.php?306621-So-you-want-to-play-a-god-(3-5-Base-Class-PEACH))). Any save DCs associated with a Domain Transcendency ability is 10 + ½ your Reality Coder level + your Intelligence modifier; in addition replace all references to Charisma modifier with Intelligence modifier.

Spell Resistance (Su): A Reality Coder manipulates the same power that lies behind all magic and with a few simple changes can make themselves resistant to it. Beginning at 16th level an Reality Coder gains Spell Resistance 12 + their Reality Coder level.

Re-Code Position (Su): A Reality Coder learns to manipulate their spatial coordinates in the grand code of reality, making a quick substitution. Beginning at 17th level a Reality Coder may teleport themselves as a swift action. They are limited in that they must select a latitude and longitude to target, so must know the destination’s spatial coordinates, and they may use this ability to enter another plane. This ability is unreliable at best on other planes as the infinite Outer and Inner Planes tend to have shifting spatial coordinates. Even so major locations tend to remain relatively fixed and therefore accessible. A Reality Coder may use this ability as a standard action in which case they may bring along up to 6 medium creatures (1 large creature counts as 3 medium, they cannot bring huge). A Reality Coder may use this ability 3 times per day.

Superior Code Library (Sp): A Reality Coder can make better use of those codes not in their Administrative Access. Beginning at 18th level a Reality Coder may use the 4th level spells of any domain they have selected for their code library and not selected for Administrative Access 1/day as a psi-like ability.

Code Sight (Su): A Reality Coder learns to see the underlying reality of all things, the base code that programs existence. Beginning at 20th level a Reality Coder gains continual true seeing with a 60 ft range, within this range they also gain the benefit of a continual arcane sight spell. In addition 1/round as a swift action they may analyze certain portions of an observed creature’s stats as described in Code Sight except the target is not allowed a saving throw.

Modify Reality (Sp): A Reality Coder has learned to modify the code of reality in such a way as to avoid immediate reaction from it. Of course to do so too often would be to be noticed, so such alterations to the code of reality must be limited. Beginning at 20th level a Reality Coder may use Wish or Miracle to as a psi-like ability 1/day, if they are using the spell to duplicate another spell they do not pay its XP cost (as standard for Psi-like Abilities) but if used for any other purpose they must pay the standard XP cost, and if used to duplicate a spell with an XP cost that spell’s XP cost must be paid (they also must provide material components worth more than 10,000 GP). Intelligence is used in place of Charisma for any saving throw allowed by this effect. In addition they may use the Limited Wish psi-like ability granted by Hack Reality 3 times per day instead of once.

Lix Lorn
2016-09-09, 08:18 PM
(peeks in)
okay wow this is some great stuff.

Do I still have enough trust capital left from when I actually posted? I'll assume that if I do, you don't need to ask me who I am, and if I don't, then I don't need to give a list. :smallwink:
(Clarity: If I do, I'd love to have a thing. I like being a muse. Should I do cute poses?)

Eldest
2016-09-09, 11:27 PM
Reality Coder

I love it.

NeoPhoenix0
2016-09-10, 04:24 AM
Neat a spider that warps the fabric of space itself. Love it.
Also i have emptied my inbox mister Z

Sariel Vailo
2016-09-10, 10:44 AM
Hey zaydos it's you're Drow princess again still using it can you ya know one for me.please

Zaydos
2016-09-10, 07:37 PM
Things may be slowed here for a bit. Got um... 2-3 PbPs starting (they're modules so I'm not planning that much), and have decided to make a PrC a day for a bit, so caricatures are in the back burner temporarily so don't expect same day products.


(peeks in)
okay wow this is some great stuff.

Do I still have enough trust capital left from when I actually posted? I'll assume that if I do, you don't need to ask me who I am, and if I don't, then I don't need to give a list. :smallwink:
(Clarity: If I do, I'd love to have a thing. I like being a muse. Should I do cute poses?)

I'm not sure what you mean by 'trust capital' but I'll just have to think of something (memory says... flirty, crack pairings, SMBGs, and harems). And poses always help.


I love it.

Glad to hear it :smallbiggrin:


Neat a spider that warps the fabric of space itself. Love it.
Also i have emptied my inbox mister Z

NeoPhoenix0 = Chaos + Teleportation. That's how it's saved in my mind. Which means space warping.


Hey zaydos it's you're Drow princess again still using it can you ya know one for me.please

My inbox has sadly long been emptied. That said any comments on how it plays are always welcome.

Zaydos
2016-09-10, 11:37 PM
Hey zaydos it's you're Drow princess again still using it can you ya know one for me.please

Apparently drow princess gets me thinking and even if the feat idea fell through (the class already did what it would do)

Still

Mystical Songs of the Drow (http://www.giantitp.com/forums/showthread.php?414734-Princess-%28Base-Class-Challenge-Winner%29) (Sariel Vailo)

The following mystical songs are only available to drow (princesses or through an ACF or feat which grants a non-princess access to them) or have additional or modified effects when used by drow.

Modified Songs:

Beastcaller Song, Lesser: You may summon Small Monstrous Spiders as if they were animals on the SNAI list, Medium as if they were on the SNAII list, Large as if they were on the SNAIII list, Huge as if they were on the SNAV list, and Tiny as if they were on the SNA0 list along with cats and mice.

Beastcaller Song, Greater: As Lesser Beastcaller Song but in addition Gargantuan Monstrous Spiders are considered to be SNAVII and Colossal ones to be SNAIX.

New Songs:

Adamantite Song (Lesser): Your song calls out the powers of the unique radiations of the Underdark. It imbues the weapons of your allies within 60 ft with its powers. Their weapons overcome damage reduction as if adamantine and their hardness is increased to 20 before magical enhancements (if already 20 or higher this has no effect). In addition if they are magic weapons their magic enhancement is temporarily increased by 1 (this has no effect on temporary magical enhancements such as from the Magic Weapon spell). These benefits last for as long as they remain within range and the princess sings (allies which come within range while the effect is active also gains this benefit), and allies within range when the princess ceases to sing continue to gain these benefits when within 60 ft of her for 5 rounds after she ceases singing. A weapon out of an ally's hand loses this benefit just after the period it would take for a ranged or thrown weapon to strike. Singing this song costs one daily use of a princess's Mystic songs and it may be maintained for up to 1 minute per princess level.

Elistrae's Hymn of Power (Least): You sing a hymn to Elistrae and through it channel your own inborn powers. When you sing this song you may have it duplicate the effects of one drow racial spell-like ability you possess without expending a use of it. The spell-like ability's duration becomes as long as you sing this song and you may maintain this song for up to the spell-like ability's normal duration.

Song of Resistance's Web (Lesser): Your song creates a network of mystical energy between you and allies. While you sing this song allies within 30 ft gain the benefits of your intrinsic (racial, class based, but not spell or magic item derived) Spell Resistance. Singing this song costs one daily use of your Mystical Songs and it may be maintained for up to 10 minutes per 2 princess levels.

Web of Music (Lesser): Raising your voice you sing a song of spiders and their webs, a song which weaves even as they might. When you sing this song creatures hostile to you within 30 ft must make a Reflex save or be entangled, even if they succeed movement within 30 ft of you is slowed each square costing twice the normal amount as spiritual webs act to restrain them. This has no effect on creatures which are not hostile to you, including those that are no longer willing to take risks to harm you because they're too scared. Hostile creatures entering this area must immediately make a saving throw against it. Singing this song costs 2 daily uses of your Mystical Songs and it may be maintained for up to 1 round per Princess level.

Song of Eilistraee's Dream (Miraculous): You sing a song of beauty and peace, a song that reminds the listener of the best in themselves and in others, that stirs the heart of those who listen with ideals of peace. Any creature which hears you sing this song must make a Will save or be unable to attack other creatures for 1 minute per round you sang this song (up to a maximum of 200 minutes); if a creature attacks an affected creature it may attack that creature normally thereafter. In addition creatures with the Elf subtype that fail their save cannot attack other elves unless the other elves attack them first, and other creatures with the Elf subtype must make a Will save to attack them; this effect is permanent but the recipients may make another save once a week to end it. This is a mind-affecting effect, though immunity gained afterwards has no effect upon it.

Zaydos
2016-09-11, 02:03 AM
(peeks in)
okay wow this is some great stuff.

Do I still have enough trust capital left from when I actually posted? I'll assume that if I do, you don't need to ask me who I am, and if I don't, then I don't need to give a list. :smallwink:
(Clarity: If I do, I'd love to have a thing. I like being a muse. Should I do cute poses?)

New Bardic Feat (http://www.giantitp.com/forums/showthread.php?499566-Songs-of-the-Bards-Expanded-Bardic-Music-Options)

Ballads of Lorn the Crack Shipper [General]
Your bardic music carries with it themes to stir bile fascination within the heart and to induce a need for brain bleach.
Prerequisites: Bardic Music class feature, Inspire Competence, Perform 6 ranks.
Benefit: When you use inspire courage, inspire greatness, or inspire heroics, the targets may use your Charisma modifier in place of their Wisdom modifier for the purposes of Will saves against mind-affecting effects, however each time they do so they suffer 1 point of Wisdom damage. When you use inspire competence the target may suffer 2 points of Wisdom damage to increase the bonus they receive by your Charisma modifier. Voluntarily taken ability damage from this feat cannot be reduced or prevented and cannot be healed for 10 minutes.

When a creature fails their Will save against a bardic music performance they suffer 2 points of Wisdom damage in addition to any other effects; this only applies once per bardic music effect even if they fail multiple saves against it.

Sariel Vailo
2016-09-11, 11:51 AM
Love it thanks. Gonna have fun with these

Lix Lorn
2016-09-11, 07:05 PM
New Bardic Feat (http://www.giantitp.com/forums/showthread.php?499566-Songs-of-the-Bards-Expanded-Bardic-Music-Options)

Ballads of Lorn the Crack Shipper [General]
Your bardic music carries with it themes to stir bile fascination within the heart and to induce a need for brain bleach.
Prerequisites: Bardic Music class feature, Inspire Competence, Perform 6 ranks.
Benefit: When you use inspire courage, inspire greatness, or inspire heroics, the targets may use your Charisma modifier in place of their Wisdom modifier for the purposes of Will saves against mind-affecting effects, however each time they do so they suffer 1 point of Wisdom damage. When you use inspire competence the target may suffer 2 points of Wisdom damage to increase the bonus they receive by your Charisma modifier. Voluntarily taken ability damage from this feat cannot be reduced or prevented and cannot be healed for 10 minutes.

When a creature fails their Will save against a bardic music performance they suffer 2 points of Wisdom damage in addition to any other effects; this only applies once per bardic music effect even if they fail multiple saves against it.
10/10 would use much thank