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View Full Version : Humor Domain 3.5 (For Banjo) PEACH!



sengmeng
2016-02-11, 11:49 AM
Humor Domain
Deity: Banjo
Granted power: Perform (slapstick) and Perform (Banjo) are class skills.
You can perform a feat of extraordinary personality as a supernatural ability. You gain an enhancement bonus to Charisma equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.

Domain Spells
1st: Misdirection

2nd: Banjo's Uproarious Laughter: Identical to Tasha's Hideous Laughter.

3rd: Glibness

4th: Confusion

5th: Mind Fog

6th: Banjo's Obscenely Gesturing Hand (New)

7th: Banjo's Irresistible Dance: As Otto's Irresistible Dance

8th: Banjo's Full Frontal (New)

9th: Banjo's Mass Thriller (New)



Banjo's Obscenely Gesturing Hand
Evocation [Force]
Level: Humor 6
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 10-ft. hand
Duration: 1 round/level (D)
Saving Throw: Will (see below)
Spell Resistance: Yes

Banjo's Obscenely Gesturing Hand creates a Large magic hand that appears between you and one opponent and taunts them mercilessly while shielding you from their attacks. This floating, disembodied hand then moves to remain between the two of you, regardless of where you move or how the opponent tries to get around it, providing cover (+4 AC) for you against that opponent. Nothing can fool the hand; it sticks with the selected opponent in spite of darkness, invisibility, polymorphing, or any other attempt at hiding or disguise. The hand does not pursue an opponent, however. A Banjo’s hand is 10 feet long and about that wide with its fingers outstretched. It has as many hit points as you do when you’re undamaged, and its AC is 20 (+1 size, +11 natural). It takes damage as a normal creature, but most magical effects that don’t cause damage do not affect it. The hand never provokes attacks of opportunity from opponents. It cannot push through a wall of force or enter an antimagic field, but it suffers the full effect of a prismatic wall or prismatic sphere. The hand makes saving throws as its caster. Disintegrate or a successful dispel magic destroys it. Any creature weighing 2,000 pounds or less that tries to push past the hand is slowed to half its normal speed. The hand cannot reduce the speed of a creature weighing more than 2,000 pounds, but it still affects the creature’s attacks. Directing the spell to a new target is a move action. The first opponent the hand blocks must make a Will save on the first round the hand appears or come under the effects of a Rage spell (+2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a -2 penalty to AC) until the end of the spell's duration and can take no other action than attacking the hand in melee.

The somatic component for this spell is an obscene gesture.
Focus: A fingerless glove, which must be worn on the hand performing the somatic component.

Banjo's Full Frontal
Transmutation
Level: Humor 8
Components: V, S
Casting Time: 1 standard action
Range: 30 foot burst.
Target: All creatures within 30 feet.
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

Banjo's Full Frontal causes all creatures within 30 feet to lose any items worn on the torso. These items are shunted into an extradimensional space and cannot be retrieved until the spell duration ends, unless by a Wish or Miracle. Items affected include shirts, amulets, chest pieces of armor, cloaks, robes, dresses, sleeves that are attached to shirts or chest armor, bandoleers, sashes (no matter how formal), vests, singlets, brassieres, mantles, onesies, neckties, bowties, bolo ties, baby carriers, backpacks, catsuits, togas, tunics, climbing harnesses, leotards, capes, psionic skins, and necklaces. It does not affect any of these items if they are in your possession but not currently being worn. It never affects bracers, belts, pants, leg armor (unless it is not detachable from the chest portion), boots, shoes, gloves, gauntlets, crowns, helmets, headbands, earrings, ioun stones, skirts, leggings, pantaloons, breeches, shields, diapers, loincloths, magic lenses, goggles, hats, masks, rings, anklets, bracelets, manacles, kneepads, elbowpads, scuba flippers, sandals, boxers, briefs, circlets, diadems, tiaras, novelty arrows through the head, or bandannas. Armor that loses its chest portion does not convey any armor bonus or magical effects, but armor spikes and gauntlets retain their offensive capabilities (including magical enhancements). It does not remove anything that is a part of a creature, including prosthetics and tattoos. The items are frozen in stasis for the duration of the spell, and return in the exact state they left, i.e. if someone's shirt was on fire, it will not have burned while it was gone, and will still be on fire when it returns. The spell's effects include the caster and allies.

Banjo's Mass Thriller
Enchantment (Compulsion) [Mind-Affecting]
Level: Humor 9
Components: V
Casting Time: 1 standard action
Range: Short
Target: 1 Creature per level, who must all be within 30 feet of each other
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Special

This spell is a mass version of Banjo's Irresistible Dance, except the dance is always Thriller, and it can affect Undead, who are normally immune to mind-affecting spells. Undead also do not get spell resistance against it.

The verbal component is humming the first six notes of thriller

tsj
2016-02-11, 12:37 PM
All Hail Banjo! (& Giggles)

The #1 puppet deity (or is it giggles?)

Banjos full frontal kinda sounds like an epic level scary spell :D

Fun and cool stuff you have here :)

sengmeng
2016-02-11, 12:41 PM
All Hail Banjo! (& Giggles)

The #1 puppet deity (or is it giggles?)

Banjos full frontal kinda sounds like an epic level scary spell :D

Fun and cool stuff you have here :)

It does negate a wide variety of magical items for a while, but it's situational (loads of monsters would lose nothing) and it affects the caster too. If it also negated natural armor and didn't include the caster, I would definitely call it level 9+

Avigor
2016-02-11, 05:44 PM
Banjo's Mass Thriller needs to have a Special entry specifying that immunity to mind-affecting effects and/or enchantment spells does not block it, or at least that the Undead type's normal such immunity is negated (they have more than just spell resist after all).

sengmeng
2016-02-11, 05:47 PM
Banjo's Mass Thriller needs to have a Special entry specifying that immunity to mind-affecting effects and/or enchantment spells does not block it, or at least that the Undead type's normal such immunity is negated (they have more than just spell resist after all).

Ah yes, good catch. What would be the point of doing Thriller without Undead?

Editing now.