arkanis
2008-01-03, 04:44 AM
Highly experimental idea. Very sleepy. Dizzy. Critics?
http://images.elfwood.com/fanq/b/r/bracken3/toondragons.jpg
TOON
CREATING A TOON
“Toon” is an acquired template that can be added to any nonlawful living creature with at least 3 Intelligence (referred to hereafter as the base creature).
Size and Type: The creature’s type does not change but it does gain the chaotic subtype and its alignment becomes chaotic if it was not already so. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: A toon always gains maximum hit points from all its Hit Dice.
Speed: Same as the base creature +10 feet if Small-sized or smaller or -10 feet if Large-sized or larger. If the base creature only has a land speed the toon also gains one additional speed equal to their base land speed from the following list: burrow, fly (average), swim*. Creatures gaining a swim speed also gain a +8 racial bonus to swim checks and the ability to always take 10 on Swim checks even when threatened or endangered and the ability to charge and run while swimming so long as they do so in a straight line.
Armor Class: A toon adds its Charisma modifier as a luck bonus to its AC (see Ridiculous Grace).
Attack: A toon retains all the attacks of the base creature and also gains a slam attack if it didn’t already have one. If the base creature can use weapons, the toon retains this ability. A creature with natural weapons retains those natural weapons. A toon fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). A toon armed with a weapon uses its slam or a weapon, as it desires.
Full Attack: A toon fighting without weapons uses either its slam attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a slam or other natural weapon as a natural secondary attack. A toon may switch between lethal and nonlethal damage with its slam attack. A toon almost always uses nonlethal damage unless their attacker attempts to use ink on them or if their assaults do not appear to have any effect.
Damage: Toons have slam attacks. If the base creature does not have this attack form, use the appropriate damage value from the table below according to the toon’s size. Creatures that have other kinds of natural weapons retain their old damage values or use the appropriate value from the table below, whichever is better.
{table]Size|Damage
Fine|1
Diminutive|1d2
Tiny|1d3
Small|1d4
Medium|1d6
Large|1d8
Huge|2d6
Gargantuan|2d8
Colossal|4d6[/table]
Special Attacks: A toon retains all the special attacks of the base creature and gains one of those described below. Saves have a DC of 10 + 1/2 toon’s HD + toon’s Cha modifier unless noted otherwise.
Humorous Antics (Ex): A toon can make one extra move or standard action per round so long as it does not attack or cast a spell or use a spell-like ability. When using this ability a toon never threatens attacks of opportunity for moving into or out of threatened squares.
Inventory (Su): Once per day per hit dice, a toon can magically manifest a nonmagical item as a move action. The item can be up to one size larger than the toon, but cannot cost more than (Toon’s HD x Toon's HD) x 10 in gold pieces. This item vanishes after 1 hour of use or whenever the toon decides it does not need it anymore.
Gravity Unawareness (Su): At will a toon may act as if under the effects of the airwalk spell. However, should a toon ever look down or otherwise become aware they are using this ability, it immediately ends and the toon plummets to the ground normally. Every round this ability is used the toon must succeed on a Will save DC10 + number of rounds they've been using the ability. The moment the toon fails this save they look down and lose the benefits of this ability for 24 hours.
Luck of the Titans (Su): When a toon rolls a 1 or 20 on any d20 roll, they gain the effects of a wish spell. If the toon rolls a 1, this negatively affects the toon while if the toon rolls a 20 it positively affects the toon. This ability cannot be used to directly kill or destroy any creature or object or leave any affect upon any creature, object, or terrain outside a 30-foot radius around the toon. The DM must decide the exact outcome of such rolls.
Spell-Like Abilities: Toons cast spells as a bard except all the spells they cast are spell-like abilities although the Spells Known and Spells Per Day work the same as noted in the Bard class. Treat the toon's hit dice as its effective bard level up to a maximum of 6th level.
Stunning Blow (Ex): Once per day per hit dice a toon can declare a melee attack it makes a stunning blow. A victim of a stunning blow must make a Fortitude save or become stunned for 1 round. A toon can only use this ability while dealing nonlethal damage and can only use this ability once per round.
Toony Performance (Su): Once per round a toon can make a Perform (comedy) check as a free action and replace any one attack roll or save they made that round with the check or replace their AC with this check for 1 round even if their perform check turns out to be lower than the actual roll or AC. A toon must declare using this ability before they make the actual Perform (comedy) check.
Special Qualities: A toon retains all the special qualities of the base creature and gains those described below.
Evasive (Ex): A toon gains the uncanny dodge, improved uncanny dodge, and evasion abilities like a Rogue if it did not already have them. Treat its total Hit Dice as its effective Rogue level for these abilities.
Ink Vulnerability (Su): Ink, paint, pastels, chalk, and similar tools of art deal damage to a toon as if they were acid. One vial of ink deals 1d6 acid damage to a toon and one flask of ink deals 2d6 acid damage to a toon. Full submersion in ink deals 40d6 acid damage to a toon. These materials deal permanent damage to a toon. A toon reduced to a permanent 0 hit points or less is truly destroyed, usually letting off some humorous last words. When a toon finally dies in this fashion it has a 10% chance of leaving behind a minor artifact.
Regeneration (Su): A toon heals 1 point of damage every round. Acid, fire, and damage caused by spells and spell-like abilities deal normal damage to a toon (except for magical bludgeoning damage which is always nonlethal to a toon). This ability is temporarily disabled for 24 hours each time the toon takes damage from ink (see Ink Vulnerability).
Ridiculous Grace (Su): A toon adds its Charisma modifier as a luck bonus to all its saves, Initiative rolls, and Armor Class (even if it’s a negative modifier). The bonus to AC does not function against nonlethal attacks, bludgeoning weapons, or thrown weapons.
Second Wind (Ex): Once per day as a standard action, a toon can recover as if they had a full night's rest.
Toons Don’t Die (Su): If a toon is reduced to 0 hit points or less or if a toon is destroyed by a death effect, it transforms into an inanimate object of choice to best resemble its death (turning into a pile of ashes with eyes, turning into a tombstone, transforming into a pool of watery liquid, etc.). The inanimate object, regardless whether it is destroyed or not, becomes the marker for where the toon will reappear 1d10 hours later. On rare occasion, if a toon’s death was particularly morbid or just not funny, the toon will reanimate as an undead (usually a ghost or ghoul). Only ink or a wish or miracle spell made to keep the toon dead once destroyed can truly kill a toon (see Ink Vulnerability).
Abilities: Increase from the base creature as follows: Dex +4, Con +4, -4 Wisdom, Cha +4.
Skills: Toons have a +2 racial bonus on all Dexterity, Constitution, and Charisma-based ability checks and skill checks except for Perform (comedy) which they have a +8 racial bonus into. Also, a toon can use the Disguise, Escape Artist, Sleight of Hand, and Tumble skills untrained.
Feats: Toons gain Dodge, Mobility, Improved Feint, and Run as bonus feats if it did not already have them.
Environment: Any, usually same as base creature.
Organization: As the base creature.
Challenge Rating: As the base creature +1 per 2 Hit Dice (minimum +1, maximum +3)
http://images.elfwood.com/fanq/b/r/bracken3/toondragons.jpg
TOON
CREATING A TOON
“Toon” is an acquired template that can be added to any nonlawful living creature with at least 3 Intelligence (referred to hereafter as the base creature).
Size and Type: The creature’s type does not change but it does gain the chaotic subtype and its alignment becomes chaotic if it was not already so. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: A toon always gains maximum hit points from all its Hit Dice.
Speed: Same as the base creature +10 feet if Small-sized or smaller or -10 feet if Large-sized or larger. If the base creature only has a land speed the toon also gains one additional speed equal to their base land speed from the following list: burrow, fly (average), swim*. Creatures gaining a swim speed also gain a +8 racial bonus to swim checks and the ability to always take 10 on Swim checks even when threatened or endangered and the ability to charge and run while swimming so long as they do so in a straight line.
Armor Class: A toon adds its Charisma modifier as a luck bonus to its AC (see Ridiculous Grace).
Attack: A toon retains all the attacks of the base creature and also gains a slam attack if it didn’t already have one. If the base creature can use weapons, the toon retains this ability. A creature with natural weapons retains those natural weapons. A toon fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). A toon armed with a weapon uses its slam or a weapon, as it desires.
Full Attack: A toon fighting without weapons uses either its slam attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a slam or other natural weapon as a natural secondary attack. A toon may switch between lethal and nonlethal damage with its slam attack. A toon almost always uses nonlethal damage unless their attacker attempts to use ink on them or if their assaults do not appear to have any effect.
Damage: Toons have slam attacks. If the base creature does not have this attack form, use the appropriate damage value from the table below according to the toon’s size. Creatures that have other kinds of natural weapons retain their old damage values or use the appropriate value from the table below, whichever is better.
{table]Size|Damage
Fine|1
Diminutive|1d2
Tiny|1d3
Small|1d4
Medium|1d6
Large|1d8
Huge|2d6
Gargantuan|2d8
Colossal|4d6[/table]
Special Attacks: A toon retains all the special attacks of the base creature and gains one of those described below. Saves have a DC of 10 + 1/2 toon’s HD + toon’s Cha modifier unless noted otherwise.
Humorous Antics (Ex): A toon can make one extra move or standard action per round so long as it does not attack or cast a spell or use a spell-like ability. When using this ability a toon never threatens attacks of opportunity for moving into or out of threatened squares.
Inventory (Su): Once per day per hit dice, a toon can magically manifest a nonmagical item as a move action. The item can be up to one size larger than the toon, but cannot cost more than (Toon’s HD x Toon's HD) x 10 in gold pieces. This item vanishes after 1 hour of use or whenever the toon decides it does not need it anymore.
Gravity Unawareness (Su): At will a toon may act as if under the effects of the airwalk spell. However, should a toon ever look down or otherwise become aware they are using this ability, it immediately ends and the toon plummets to the ground normally. Every round this ability is used the toon must succeed on a Will save DC10 + number of rounds they've been using the ability. The moment the toon fails this save they look down and lose the benefits of this ability for 24 hours.
Luck of the Titans (Su): When a toon rolls a 1 or 20 on any d20 roll, they gain the effects of a wish spell. If the toon rolls a 1, this negatively affects the toon while if the toon rolls a 20 it positively affects the toon. This ability cannot be used to directly kill or destroy any creature or object or leave any affect upon any creature, object, or terrain outside a 30-foot radius around the toon. The DM must decide the exact outcome of such rolls.
Spell-Like Abilities: Toons cast spells as a bard except all the spells they cast are spell-like abilities although the Spells Known and Spells Per Day work the same as noted in the Bard class. Treat the toon's hit dice as its effective bard level up to a maximum of 6th level.
Stunning Blow (Ex): Once per day per hit dice a toon can declare a melee attack it makes a stunning blow. A victim of a stunning blow must make a Fortitude save or become stunned for 1 round. A toon can only use this ability while dealing nonlethal damage and can only use this ability once per round.
Toony Performance (Su): Once per round a toon can make a Perform (comedy) check as a free action and replace any one attack roll or save they made that round with the check or replace their AC with this check for 1 round even if their perform check turns out to be lower than the actual roll or AC. A toon must declare using this ability before they make the actual Perform (comedy) check.
Special Qualities: A toon retains all the special qualities of the base creature and gains those described below.
Evasive (Ex): A toon gains the uncanny dodge, improved uncanny dodge, and evasion abilities like a Rogue if it did not already have them. Treat its total Hit Dice as its effective Rogue level for these abilities.
Ink Vulnerability (Su): Ink, paint, pastels, chalk, and similar tools of art deal damage to a toon as if they were acid. One vial of ink deals 1d6 acid damage to a toon and one flask of ink deals 2d6 acid damage to a toon. Full submersion in ink deals 40d6 acid damage to a toon. These materials deal permanent damage to a toon. A toon reduced to a permanent 0 hit points or less is truly destroyed, usually letting off some humorous last words. When a toon finally dies in this fashion it has a 10% chance of leaving behind a minor artifact.
Regeneration (Su): A toon heals 1 point of damage every round. Acid, fire, and damage caused by spells and spell-like abilities deal normal damage to a toon (except for magical bludgeoning damage which is always nonlethal to a toon). This ability is temporarily disabled for 24 hours each time the toon takes damage from ink (see Ink Vulnerability).
Ridiculous Grace (Su): A toon adds its Charisma modifier as a luck bonus to all its saves, Initiative rolls, and Armor Class (even if it’s a negative modifier). The bonus to AC does not function against nonlethal attacks, bludgeoning weapons, or thrown weapons.
Second Wind (Ex): Once per day as a standard action, a toon can recover as if they had a full night's rest.
Toons Don’t Die (Su): If a toon is reduced to 0 hit points or less or if a toon is destroyed by a death effect, it transforms into an inanimate object of choice to best resemble its death (turning into a pile of ashes with eyes, turning into a tombstone, transforming into a pool of watery liquid, etc.). The inanimate object, regardless whether it is destroyed or not, becomes the marker for where the toon will reappear 1d10 hours later. On rare occasion, if a toon’s death was particularly morbid or just not funny, the toon will reanimate as an undead (usually a ghost or ghoul). Only ink or a wish or miracle spell made to keep the toon dead once destroyed can truly kill a toon (see Ink Vulnerability).
Abilities: Increase from the base creature as follows: Dex +4, Con +4, -4 Wisdom, Cha +4.
Skills: Toons have a +2 racial bonus on all Dexterity, Constitution, and Charisma-based ability checks and skill checks except for Perform (comedy) which they have a +8 racial bonus into. Also, a toon can use the Disguise, Escape Artist, Sleight of Hand, and Tumble skills untrained.
Feats: Toons gain Dodge, Mobility, Improved Feint, and Run as bonus feats if it did not already have them.
Environment: Any, usually same as base creature.
Organization: As the base creature.
Challenge Rating: As the base creature +1 per 2 Hit Dice (minimum +1, maximum +3)