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sword_war444
2008-11-14, 02:23 PM
Small Note: I will be formating this in a bit or later today. I copied the idea of how to create an anti-akuma weapon from Bleach d20 on this board, and the anti-AKuma weapon damage progression was copied.

Warrior Exorcist.

Alignment
Any

Hit Die
d12

Class Skills
Choose any eight skills as class skills, plus craft.

Skill Points
4+int modifier
{table=head]Level|Base Attack Bonus|Good Save|Bad Save |Special|Anti-Akuma Weapon Damage|Defense Bonus|

1st|
+1
|
+2
|
+0
|Bonus Feat, Anti-AkumaWeapon, Golem Famialar|1d6|+3|

2nd|
+2
|
+3
|
+0
|Bonus Feat|1d6|+4|+4|

3rd|
+3
|
+3
|
+1
||1d6|+5|

4th|
+4
|
+4
|
+1
||1d8|+5|

5th|
+5
|
+4
|
+1
|Bonus Feat|1d8|+5|

6th|
+6/+1
|
+5
|
+2
|-|1d8|+6|1|5|

7th|
+7/+2
|
+5
|
+2
||1d8|+6|

8th|
+8/+3
|
+6
|
+2
|Bonus Feat|1d10|+6|

9th|
+9/+4
|
+6
|
+3
||1d10|+7|

10th|
+10/+5
|
+7
|
+3
||1d10|+7|

11th|
+11/+6/+1
|
+7
|
+3
|Bonus Feat,|1d10|+7|

12th|
+12/+7/+2
|
+8
|
+4
||2d6|+8|

13th|
+13/+8/+3
|
+8
|
+4
||2d6|+8|

14th|
+14/+9/+4
|
+9
|
+4
|Bonus Feat |2d6|+8|

15th|
+15/+10/+5
|
+9
|
+5
||2d6|+9|

16th|
+16/+11/+6/+1
|
+10
|
+5
||2d8|+9|

17th|
+17/+12/+7/+2
|
+10
|
+5
|Bonus Feat|2d8|+9|

18th|
+18/+13/+8/+3
|
+11
|
+6
||2d8|+10|

19th|
+19/+14/+9/+4
|
+11
|
+6
||2d8|+10|

20th|
+20/+15/+10/+5
|
+12
|
+6
|Bonus Feat|2d10|+10|[/table]
Bonus Feats
The Warrior Exorcist gains bonus feats at the first and second level, as well as every three levels thereafter. Choose Warrior Exorcist bonus feats from the list of Fighter Bonus feats, as well as from the list of feats to be produced later.

Anti-Akuma Weapon
An exorcist powers are diverged from a weapon made from innocence, an Anti-Akuma weapon. An Exorcist can activate there weapon anti-akuma weapon a number of times per day as a cleric can turn/rebuke, but you substitute cha with cha+con. An Anti-Akuma weapons last a number of minutes equaled to the number of times per day you can activate your weapon.

Innocence
Well your weapon is activated you can use innocence. You have a number of innocence charges per activation of your weapon equal to ??.


Anti-Akuma Weapons.
The main power of an Exorcist is his or her anti-akuma weapon. There are several steps in making one.

Step one: Choosing the type.
All anti-akuma weapons have one of a few types. Orignaly there were two then a third one was introduce later on in the series. I have also add two more types.

Equipment: Equipment type weapons are the most common. They are usually made out of a weapon like a sword. When not activated they deal damage as they a weapon of there type. If activating an anti-akuma weapon would decrease the damage you instead increase the damage die one step.

Parasite: Parasite type weapons are ones that are part of the exorcist body, changing the areas cell structure. They may have been born with the innocence or it may have been injected. Parasite types are natural weapons, read more later on.

Animal: In the series there is only one weapon of this type and it is classified as a parasite type. It tends to be a common animal but it gain innocent based powers. One of your attributes is animal. The choose of your animal is as if you were a druid of equal level+3. You also gain benefits of a druid animal as if you were a druid of equal level -2. You can also choose a basic golem.

Body armor: This type never appeared in the series but I am putting it here to give chooses. More on this later.

Step two: Choosing types
The next thing you do is choose it attribute sets (AS) and it Type. AS and type determine what attributes you can choose from when selecting attributes. You choose 3-5 AS and 2 types. Your type represents your weapons affinity, one type is your soul the other is parts of your weapons, and the innocence in it. Your AS represent more unique qualities your weapon.

Step three: Choose Attributes
You choose 3 attributes from your types (you can choose all from one, or split them up), and 6 from your AS. If you choose 4 or 5 AS you must have an attribute from every AS you choose.



Attribute Sets
The following are the Attribute sets and there respective attributes.

Growth
Increase Size: The center of this set, this attribute allows you to increase the size of your weapon (or increase the size category of your weapon). The damage, weight, and range of your weapon increase with this. Each time you choose this you can increase your weapon another size. With this you threaten all squares within rang unless it was originally a reach weapon. Increasing the size of your weapon requires one innocence charge per increase, and takes a move action but you can increase 2 size in one move action.

Increase range: Pre: Increase size to large or larger. Each time you choose this your weapons effect 2 adjacent squares to your regular threat. You choose this multiple times but you can only have 1 per size catergory of large larger and it only take effect when said is met.

Crush: Pre: Size Huge or huger. This only works when your weapon is huge or larger. Make a single attack on one foe in a full attack action. All creatures in the effected area must make a fort save or be affected. Any creature who is bigger than 2 size smaller than your weapon automatically succeeds on there save If all creatures are affected each creature and you make a grapple check but you get +10 per size increase. All who fail take 2d6damage/per size difference. SO if your weapon is Huge and they are medium they take 4d6 damage. You can hold this grapple for up to 5 rounds each round everyone makes a new check. Holding make you unable to do any other action and flat footed. Using crush uses 3 charges.

Shield: Requires Grow. When your weapon is enlarged you can choose to use it as a shield any round you do not attack. The benefit last until the beginning of your next turn. You gain an AC bonus equal to the size increase times 2. So if you increase to large size you’d get +2 to Ac.

Heavy Lifter: For the purpose of how much you can carry, your strength is considered 10 higher than it is. You can take this multiple times, effects stack.

Summon Set

Summon Swarm: An alternate choice as the center of this set instead of summoning a monster it summons a swarm of insects. Otherwise it functions exactly as summon does. And you can qualify for all attributes feats ect as if you had summon unless otherwise stated.

Release: Pre: Summon. As a move action you can release your summon from its blade. You still have control of the summon but you can use your weapon now as well.

One round: Pre: Summon. You can at the cost x charges, you can summon your summon. Your summon only lasts one round this way. If they attack you can use them as a range attack adding ¼ of your bab to there attack damage and save if applicable.

Increased Cap: The Hd of your summon increases by 3.

Supernatural Summon: The choices for your summon expand.

afroakuma
2008-11-14, 02:26 PM
Anti-me? :smalleek:

Check out the Guide to Homebrewing sticky for the table code to present your class. It will be easier to read and comment that way.

sword_war444
2008-11-14, 02:58 PM
Thanks. I just did it. Also the class in not complete, but most of the features are generic exorcist features that thye all acheive at the same level.

afroakuma
2008-11-14, 03:07 PM
I'd suggest going over your table formatting once more; it seems to have a few snags. Also, employ Bold on ability headers and the like; it makes your class features easier to read.

sword_war444
2008-11-14, 03:14 PM
I will, and the blanks in the table are there on purpose, there is another class feature that i am going to use the column for