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ZebulonCrispi
2007-08-21, 01:45 AM
Tokyo Majin d20

About
This is a d20 Modern variant based on the anime Tokyo Majin Gakuen Kenpuchuou (http://en.wikipedia.org/wiki/Tokyo_Majin). The anime is a fairly standard high-schoolers-versus-demons story, but with a very strong influence from Japanese mythology.

Advanced Classes

Dragon Vein Warrior
Flavor text forthcoming

Image:

http://img205.imageshack.us/img205/5308/snapshot20070820164358eg4.png


The fastest path into this advanced class is from the Strong, Fast, or Tough hero basic classes, though other paths are possible.
To qualify to become a Dragon Vein, a character must fulfill the following criteria.
Base Attack Bonus: +3.
Feats: Archaic Weapon Proficiency or Combat Martial Arts, Weapon Focus with an archaic weapon or Weapon Focus(Unarmed Strike).
Class Information
Hit Die: d10
Action Points: 6 + half of character level, rounded down
Class Skills:
Balance (Dex), Climb(Str), Concentration(Con), Intimidate(Cha), Jump(Str), Knowledge(Demons), Listen(Wis), Profession(Wis), Spot(Wis), Swim(Str), Tumble(Dex)
Skill Points at Each Level: 3 + Intelligence Modifier
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Defense Bonus|Reputation Bonus|Special

1st|
+1|
+0|
+2|
+0|
+1|
+0|Weapon Specialization, Maneuvers

2nd|
+2|
+0|
+3|
+0|
+2|
+0|Smite Demon 1/encounter, Dragon Veins

3rd|
+3|
+1|
+3|
+1|
+2|
+1|Bonus Feat, Acrobatics

4th|
+4|
+1|
+4|
+1|
+3|
+1|Magic Weapon

5th|
+5|
+1|
+4|
+1|
+4|
+1|Quick Weapon Draw, Dragon Vein Suppression

6th|
+6|
+2|
+5|
+2|
+4|
+2|Bonus Feats, Acrobatics

7th|
+7|
+2|
+5|
+2|
+5|
+2|Magic Weapon, Smite Demon 2/encounter

8th|
+8|
+2|
+6|
+2|
+6|
+2|Increased Weapon Critical

9th|
+9|
+3|
+6|
+3|
+6|
+3|Bonus Feat, Acrobatics

10th|
+10|
+3|
+7|
+3|
+7|
+3|Dragon Vein Mastery[/table]

Class Features
Maneuvers
You begin your career as a Dragon Vein Warrior with knowledge of three martial maneuvers. Pick any three disciplines upon gaining your first Dragon Vein level, these are the only disciplines available to you during your career.
{table=head]Class Level|Maneuvers Known|Maneuvers Readied|Stances Known

1st|
3|
3|
1

2nd|
4|
3|
1

3rd|
5|
3|
1

4th|
5|
4|
2

5th|
6|
4|
2

6th|
6|
4|
2

7th|
7|
4|
2

8th|
7|
4|
2

9th|
8|
4|
2

10th|
8|
5|
3[/table]
The Dragon Vein can only have a certain number of maneuvers readied at a time. You ready maneuvers by exercising or meditating for 5 minutes. During a battle, you can replenish all readied maneuvers as a swift action, which much be immediately followed in the same round with a melee attack or using a standard action to do nothing else in the round (such as executing a quick, harmless flourish with your weapon).
For more about Maneuvers, consult the Book of Nine Swords.

Weapon Specialization
At 1st level, the Dragon Vein gains the Weapon Specialization feat. You gain a +2 bonus on all damage rolls with a chosen archaic weapon. The Dragon Vein must have weapon focus in that weapon in order to gain Weapon Specialization. Unarmed Strike may be taken in the place of an archaic weapon, but only if you have taken the Combat Martial Arts feat.

Smite Demon
Starting at 2nd level, once per encounter, you can add your Charisma modifier to her attack bonus and your class level to your damage for a single attack against any Demon type monster. At 7th level, this increases to twice per encounter.

Bonus Feat
At 3rd, 6th, and 9th levels, the Dragon Vein Warrior gains a bonus feat.

Acrobatics
At 3rd, 6th, and 9th levels, the Dragon Vein Warrior gains a +10 bonus to Jump, Balance, and Tumble checks. These bonuses stack.

Magic Weapon
At 4th level, if you wield a weapon for which you have the Weapon Specialization feat, you can treat the weapon as having an enhancement bonus equal to half your class level, rounded down. At 7th level, you can also pick either Holy, Unholy, Axiomatic, or Anarchic, and treat your weapon as having this quality as well.

Quick Weapon Draw
At 4th level, you gain the ability to draw your weapon as a free action. This applies only to the weapons for which you have Weapon Specialization.

Increased Weapon Critical
You increases your threat range by one when using an archaic weapon with which you have Weapon Specialization, or Unarmed Strike if you have Weapon Specialization with it. A weapon that would threaten a critical on 20 would now do so on a 19 or 20, and one which threatens on a 19 or 20 would now do so on an 18 to 20. This ability works with other abilities that increase threat ranges.

Dragon Veins
In times of great peril, the true power of the Dragon Veins surfaces, giving its bearer great power for a short time.
Starting at 2nd level, any time the Dragon Vein Warrior’s HP total drops to 1/10th of their maximum HP (rounded up) or less, the Dragon Veins activate, consuming an Action Point. While active, the Dragon Vein Warrior’s Strength, Dexterity, and Charisma scores increase by one half the their class level, rounded down, for the remainder of the encounter. If the character has no action points remaining, the Dragon Veins do not activate. At the end of the encounter, the Veins deactivate, and the character is fatigued until they get 8 hours of rest.

Dragon Vein Suppression
At 5th level, the Dragon Vein Warrior learns to control the power of the Dragon Veins. In any situation where the Veins would automatically activate, they can attempt a Will Save (DC 15) to suppress the ability. If they succeed, the Veins don’t activate, no Action Point is lost, and they do not become Fatigued after the encounter.

Dragon Vein Mastery
At 10th level, the Dragon Vein Warrior has complete control over their power. The Veins no longer activate when they reach low HP; instead, the character may spend an Action Point at any time to activate the Dragon Veins for the remainder of the encounter. After the encounter, they do not become fatigued.


Dragon Vein Sorcerer
Flavor Text Forthcoming

The fastest path into this advanced class is from the Smart, Dedicated, or Charismatic hero basic classes, though other paths are possible.
To qualify to become a Dragon Vein, a character must fulfill the following criteria.
Feat: Focused
Skills: Knowledge (Arcane Lore) 6 ranks
Class Information
Hit Die: d6
Action Points: 6 + half of character level, rounded down
Class Skills:
Bluff(Cha), Concentration(Con), Craft(Int), Decipher Script(Int), Diplomacy(Cha), Heal(Wis), Jump(Str), Knowledge(Demons), Knowledge(Arcana), Listen(Wis), Profession(Wis), Sense Motive(Wis) Spot(Wis), Spellcraft(Int)
Skill Points at Each Level: 7 + Intelligence Modifier
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Defense Bonus|Reputation Bonus|Special

1st|
+0|
+0|
+0|
+2|
+1|
+0|Divine Spells

2nd|
+1|
+0|
+0|
+3|
+1|
+0|Divine Spells, Dragon Veins

3rd|
+1|
+1|
+1|
+3|
+2|
+1|Divine Spells, Heighten Spell

4th|
+2|
+1|
+1|
+4|
+2|
+1|Divine Spells, Acrobatics

5th|
+2|
+1|
+1|
+4|
+3|
+1|Divine Spells, Dragon Vein Suppression

6th|
+3|
+2|
+2|
+5|
+3|
+2|Divine Spells, Empower Spell

7th|
+3|
+2|
+2|
+5|
+4|
+2|Divine Spells

8th|
+4|
+2|
+2|
+6|
+4|
+2|Divine Spells, Acrobatics

9th|
+4|
+3|
+3|
+6|
+5|
+3|Divine Spells, Maximize Spell

10th|
+5|
+3|
+3|
+7|
+5|
+3|Divine Spells, Dragon Vein Mastery[/table]

Class Features
Divine Spells
The Dragon Vein Sorcerer’s key characteristic is the ability to cast a limited selection of divine spells.
The Dragon Vein Sorcerer is limited to a certain number of spells of each spell level per day, according to her Dragon Vein Sorcerer level. In addition, a certain number of bonus spells per day are addded based on their charisma bonus. Determine the Dragon Vein’s total number of spells known and spells per day by consulting the tables below.

Spells Known:
{table=head]Class Level|0lvl|1st|2nd|3rd|4th|5th

1st|4|2
2nd|5|2
3rd|5|3|1
4th|6|3|2
5th|6|4|2|1
6th|7|4|3|2
7th|7|5|3|2|1
8th|8|5|4|3|2
9th|8|6|4|3|2|1
10th|9|6|5|4|3|2[/table]

Spells Per Day:
{table=head]Class Level|0lvl|1st|2nd|3rd|4th|5th

1st|5|3
2nd|6|4
3rd|6|5|3
4th|6|6|4
5th|6|6|5|3
6th|6|6|6|4
7th|6|6|6|5|3
8th|6|6|6|6|4
9th|6|6|6|6|5|3
10th|6|6|6|6|6|4[/table]

Bonus Spells from Charisma:
{table=head]Cha Bonus|1st|2nd|3rd|4th|5th

+1|1
+2|1|1
+3|1|1|1
+4|1|1|1|1
+5|2|1|1|1|1
+6|2|2|1|1|1
[/table]

The Dragon Vein has access to the following spells:

0-Level: Cure Minor Wounds, Detect Magic, Disrupt Undead, Guidance, Light, Mage Hand, Read Magic, Ray of Frost
1st Level: Bless, Burning Hands, Cure Light Wounds, Detect Undead, Jump, Magic Missile, Magic Weapon, Shield
2nd Level: Aid, Bear's Endurance, Bull's Strength, Cat's Grace, Cure Moderate Wounds, Eagle's Splendor, Flaming Sphere, Fox's Cunning, Owl's Widsom, Protection from Arrows, Pyrotechnics, Resist Energy, Scorching Ray, Shield Other
3rd Level: Arcane Signt, Cure Serious Wounds, Dispel Magic, Fireball, Flame Arrow, Glyph of Warding, Halt Undead, Haste, Lightning Bolt, Magic Vestment, Prayer, Protection from Energy, Searing Light
4th Level: Cure Critical Wounds, Death Ward, Fire Shield, Freedom of Movement, Greater Magic Weapon, Ice Storm, Neutralize Poison, Restoration, Stoneskin
5th Level: Break Enchantment, Cone of Cold, Hold Monster, Mass Cure Light Wounds, Flame Strike, Spell Resistance, Telekinesis, True Seeing
Any spell cast by a Dragon Vein Sorcerer that would restore hit points instead converts the same mount of damage into nonlethal damage.

Acrobatics
At 4th and 8th levels, the Dragon Vein Sorcerer gains a +10 bonus to Jump, Balance, and Tumble checks. These bonuses stack.

Heighten Spell
At 3rd level, a Dragon Vein Sorcerer learns to cast her spells with increased power. When casting any spell, she can treat the spell as being any level higher than its normal level. All effects dependent on spell level (such as saving throw DCs) are calculated according to the heightened level.
When a heightened spell is cast, it is treated as a spell of the level it was raised to. For example, a 2nd-level spell heightened to 5th level would cast as a 5th level spell. Casting a Heightened spell is a full round action.

Empower Spell
At 6th level, a Dragon Vein Sorcerer learns to cast some of her spells to great effect. All variable numeric effects of an empowered spell are increased by half. An empowered spell deals half again as many points of damage, affects half again as many targets, and so forth, as appropriate. Saving throws and opposed checks are not affected. Spels without random variables are not affected.
When an empowered spell is cast, it is treated as a spell of twolevels higher than the spell’s actual level. Therefore, the Dragon Vein can only maximize 0-, 1st-, 2nd-, or 3rd-level spells. Casting an Empowered spell is a full round action.

Maximize Spell
At 9th level, a Dragon Vein Sorcerer learns to cast some of her spells to maximum effect. All variable numeric effects of a maximized spell automatically achieve their maximum values. A maximized spell deals the most possible points of damage, affects the maximum number of targets, and so forth, as appropriate. Saving throws and opposed checks are not affected. Spels without random variables are not affected.
When a maximized spell is cast, it is treated as a spell of three levels higher than the spell’s actual level. Therefore, the Dragon Vein can only maximize 0-, 1st-, or 2nd-level spells. Casting a Maximized spell is a full round action.

Dragon Veins
In times of great peril, the true power of the Dragon Veins surfaces, giving its bearer great power for a short time.
Starting at 2nd level, any time the Dragon Vein Sorcerer’s HP total drops to 1/10th of their maximum HP (rounded up) or less, the Dragon Veins activate, consuming an Action Point. While active, the Dragon Vein Sorcerer’s Charisma score increase by one half the their class level, rounded down, for the remainder of the encounter. In addition, while the Veins are active, they can cast Heightened, Empowered, or Maximized spells as a standard action instead of as a full round action. If the character has no action points remaining, the Dragon Veins do not activate. At the end of the encounter, the Veins deactivate, and the character is fatigued until they get 8 hours of rest.

Dragon Vein Suppression
At 5th level, the Dragon Vein Sorcerer learns to control the power of the Dragon Veins. In any situation where the Veins would automatically activate, they can attempt a Will Save (DC 15) to suppress the ability. If they succeed, the Veins don’t activate, no Action Point is lost, and they do not become Fatigued after the encounter.

Dragon Vein Mastery
At 10th level, the Dragon Vein Sorcerer has complete control over their power. The Veins no longer activate when they reach low HP; instead, the character may spend an Action Point at any time to activate the Dragon Veins for the remainder of the encounter. After the encounter, they do not become fatigued.

Monsters

Mouryou
Huge Outsider
Hit Dice: 8d8+24 (60 hp)
Speed: 40 ft. (8 squares), climb 40 ft.
Initiative: +9
Armor Class: 20 (+5 Dex, +5 Natural), Flat-footed 15, Touch 15
Base Attack/Grapple: +10/+18
Attack: Claw +10 Melee (2d6+2)
Full Attack: 2 Claws +10 Melee (2d6+2)
Special Attacks: Energy Drain, Zombie Manipulation
Special Qualities: Outsider traits, Spider Climb
Saves: Fort +9, Ref +11, Will +5
Abilities: Str 14, Dex 20, Con 16, Int 14, Wis 8, Cha 10
Skills: Hide +16, Move Silently +16, Tumble +16, Jump +24*, Bluff +11, Climb +13, Survival +10, Listen +10, Spot +10, Search +13
Feats: Snatch, Track, Improved Initiative
Environment: An evil-aligned plane
Organization: Solitary
Challenge Rating: 6
Treasure: Standard
Alignment: Always Chaotic Evil

Shaped somewhat like a massive spider, the Mouryou’s head is a sphere about five feet across, with a Yin Yang where its face should be. The dots of the Yin Yang are its eyes - one glows blue and the other glows red. From this main body extend six long, spindly legs and two shorter, clawed arms; a vaguely humanoid body like that of a giant, misshapen doll, and a massive, white abdomen, covered in red splotches, shap spines and pulsing veins. It leaps from building to building searching for prey, numerous corpses glued to its abdomen.

Images:

http://img72.imageshack.us/img72/5876/snapshot20070820143632dn7.png

http://img208.imageshack.us/img208/8636/snapshot20070820144755sw4.png

http://img164.imageshack.us/img164/2527/snapshot20070820164445yi9.png


Combat

A Mouryou functions out of a lair, which could be a natural cave, am abandoned subway station, anywhere that’s out of the way and underground. It keeps any zombies it raises in there, bringing a small portion of them with it when it goes out to hunt for more humans to kill and raise as additional zombies.

When possible, the Mouryou avoids direct combat with its prey, instead sending about a dozen zombies to attack and bringing the bodies back to its lair to raise at its leisure. When confronted directly by a single entity, the Mouryou will attempt to pin and energy drain the attacker. If attacked by multiple opponents at once, the Mouryou will retreat to its lair, attempting to lure its attackers along with it. Once the attackers enter its lair, the Mouryou will attack them with all of its controlled zombies, which may number in the hundreds. It will only directly fight an opponent if it is already in its lair and its life is in danger.

Energy Drain (Su)
If the Mouryou has pinned an opponent, it can make another grapple check to initiate an energy drain. Once initiated, the Mouryou’s victim gains 1 negative level each round. Any human slain this way raises one round later as a zombie under the control of the Mouryou. This ability can also be used on the corpse of a human that died less than 24 hours ago to raise it as a zombie as a full round action. Zombies created this way do not count toward the limit of undead the Mouryou can control - it is not uncommon for a Mouryou to be accompanied by dozens or even hundreds of zombies.

Zombie Manipulation (Ex)
In battle, all the zombies under the control of the Mouryou are attatched to its body by fine threads. By manipulating these threads, as a full action, the Mouryou can greatly increase the speed of its zombies for the remainder of the round. While being manipulated, a zombie has +4 Dexterity, double movement speed, and its Single Actions Only ability is negated.

The threads connecting the zombies to the Mouryou can be severed by 5 points of slashing damage. Once a thread is severed, the zombie it was attatched to acts independently, no longer under the Mouryou’s control. In addition, it no longer gains the benefits of the Zombie Manipulation ability.

Spider Climb (Ex)
The Mouryou is treated as being under the effects of the Spider Climb spell at all times.

Skills
*The Mouryou has a +8 racial bonus to Jump checks.

Outsider Traits
The Mouryou possesses the following traits:
* Darkvision out to 60 feet.
* Unlike most other living creatures, a Mouryou does not have a dual nature—its soul and body form one unit. When a Mouryou is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on a Mouryou. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life.
* Mouryou breathe, but do not need to eat or sleep (although they can do so if they wish).

The Bodhisattva Eye
Artifact

Image:

http://img373.imageshack.us/img373/3435/snapshot20070820221520bf6.png


The Bodhisattva Eye is a great and terrible power, passed down through the generations within a bloodline. Every few generations the power surfaces, both an incredible source of power and a terrible burden on its wielder. With the Eye, one can achieve power over death itself.

Anyone who discovers that they possess the Bodhisattva Eye should be careful, as there are many people in the world who would be willing to pay any price to conquer death…

Awakening
The Bodhisattva Eye is with its owner from birth, passed on down the family line, and only surfacing every few generations. For a large portion of the wielder’s life, though, the Eye remains dormant. During this period, the only effect of the Eye is a natural predisposition towards becoming a Dragon Vein Sorcerer.

The exact circumstances required to awaken the Eye are not predictable, and vary from person to person. However, the more a person uses their Dragon Vein magic, the more likely the Eye is to awaken. If the wielder never becomes a Dragon Vein Sorcerer or never uses their power, the Eye will remain dormant forever, passing on to the next generation. When it does awaken, its power completely transforms its user.

When the Eye awakens, one of the wielder’s eyes grows much larger than the other and is replaced with a Yin Yang design.

Powers of the Eye
Once the Bodhisattva Eye has awakened, its wielder gains a number of powers.

For all Dragon Vein magic, their Caster Level is effectively increased by 5. This allows the power of their spells to exceed the maximum values for variable numeric effects; for example, if an 8th-level Dragon Vein Sorceror casts Burning Hands, it does 5d4 points of damage, but if she possessed the Bodhisattva Eye, the 5 bonus caster levels would increase the damage to 10d4.

By sacrificing one spell slot of the highest level they have remaining, the Eye’s wielder can cast the spell Heal. This spell is exempt from the rule that healing magic converts damage into nonlethal damage - instead, the damage is removed completely. However, since this renewed health is pulled from the target’s own life energy, each casting of Heal by this method shorten’s the target’s life span by one year.

The life-manipulating powers of the Bodhisattva Eye can also be used to harm, rather than heal. By sacrificing a spell slot as per the Heal ability, the Eye’s wielder can cast the spell Slay Living.

The most powerful ability of the Bodhisattva Eye, though, is its ability to raise the dead. By burning a spell lot as per their Heal ability, the Eye’s wielder can revive the body and soul of a dead person as per the spell True Ressurection. Unlike the spell, this ability can raise someone who died of old age, or someone who died centuries ago.

Such a power, naturally, is not without cost. Since the Eye’s healing power works by tapping into the life energy of the target, and the target in this case has no life energy at all, the side effects can be disastrous. Whenever someone is revived by the Bodhisattva Eye, roll 1d12 and consult the following table.

{table=head]Die Roll|Effect
1-3|The ressurection is successful, there is no side effect.
4|The target’s body fails to properly rebuild itself - Strength, Dexterity, and Constitution are all permanently drained by 1d6 points. If any of these values drop to 0, the subject instead raises as an Undead*.
5|The target’s mind fails to properly rebuild itself - Intelligence, Widsom, and Charisma are all permanently drained by 1d6 points. If any of these values drop to 0, the subject instead raises as an Undead*.
6|The target loses one hit die upon ressurection. If the subject only had one hit die to begin with, it instead raises as an Undead*.
7|The target utterly loses their mind, being sent permanently insane.
8|The target suffers no loss of stats, but is struck blind and deaf.
9|The target appears to be ressurected successfully, but their body quickly deteriorates. They lose 1 point of constitution every week until it reaches 0, after which they die.
10|The body is revived, but the soul is not, leaving the target catatonic.
11|The body is revived, but someone else’s soul inhabits it.
12|The target raises as an Undead instead of as a human*.[/table]
*If someone is raised as an Undead, they gain the Zombie template. However, unalike the normal Zombie template, they retain hit dice from class levels, but no class abilities.

If a person who was revived by the Bodhisattva Eye dies again, any attempt to revive them a second time will bring them back as an Undead. Anyone who was destroyed as an Undead cannot be brought back by the Eye.


Coming Soon:
Demon Law advanced class
Dark Path monster template
More monsters

DracoDei
2007-08-21, 06:31 PM
The paragraph describing the Empower Spell ability of the Dragon Vein Sorcerer should probably read that they get it at 6th level, since that is what the table says and that makes more sense then getting it at 9th level.

Also might be good to specify the mechanics for manifesting the B. Eye, is it a feat, or what?

ZebulonCrispi
2007-08-21, 07:09 PM
The paragraph describing the Empower Spell ability of the Dragon Vein Sorcerer should probably read that they get it at 6th level, since that is what the table says and that makes more sense then getting it at 9th level.
Ahh, good catch. I'll fix that real quick.


Also might be good to specify the mechanics for manifesting the B. Eye, is it a feat, or what?

It's an Artifact, actually. The massive, campaign-revolving-around-it plot-hook-tastic Tome-of-Artifacts kind of Artifact. Not sure how, exactly, those work, as I don't have that book.