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  1. - Top - End - #91
    Ogre in the Playground
     
    LOTRfan's Avatar

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    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    Since goblins are traders in your campaign, who fills the traditional low level mook role? I want to know what race the taskmaster should be.
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    Let's Read the Monster Manual II!

    Dwarf Cleric avatar by azuyomi244. Thanks!

    Saurial Soulknife avatar by Serpentine. Thanks!

    Warforged Fighter Avatar by C-Lam. Thanks!

  2. - Top - End - #92
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    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    I think kobolds would do the job as mooks really well. As long as they are in elven lands I just throw a mish-mash of stuff at them (for which there is an in-verse explanation), but outside of that, it's definitely kobolds.
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  3. - Top - End - #93
    Dwarf in the Playground
     
    Lizardfolk

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    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    Quick question, does your campaign have guns? working on a gunmage class currently, and when its done I'd love for you to test it.

  4. - Top - End - #94
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    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    Quote Originally Posted by desero clades View Post
    Quick question, does your campaign have guns? working on a gunmage class currently, and when its done I'd love for you to test it.
    We have pistols and rifles, though in this one none of the players are using them (yet). So yes, guns exist. Heck, the first boss (second session) used a custom-made sort-of-but-not quite gatling gun.
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  5. - Top - End - #95
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    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    Awesome! once its all set in done I'll let you know. And that session sounded pretty epic, though the line "You're shatting me, a gatling gun?" killed me. xD

  6. - Top - End - #96
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    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    I THINK my first round of submissions (at the bottom of the previous page) should be ready now. You probably should read the main entry for Beige Dragons, since the personality is important. Note that most adventuring parties are interest/disruptive enough for a beige dragon to try to quietly get rid of them, so there is your motivation for conflict.

    EDIT: If you like I can throw in some medium size-class Lords of Rest for Small characters (not that they can't sleep in beds meant for Medium sized characters almost as well... even 2 per bed if they don't mind that).

    EDIT^2: I think my next offering/request might be a 6 HD Devotion Bower with a Commoner couple living inside it. Feel free to only pick a few of mine (probably just one encounter's worth at this point) so it is fair to everyone else... OTOH, the more total playtest for everyone you can squeeze in, the better so if you run short of ones from other people that fit the plot and my shot-gun approach yields ones that DO...
    Last edited by DracoDei; 2011-05-11 at 08:33 PM.
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  7. - Top - End - #97
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    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    Ok, this went pretty quick and easy, so here you go.

    Suggested Plot Hook: Either the couple inside were witnesses to a crime by the PCs and fled to this for protection, or the PCs are hired by someone to punish the couple for a Romeo and Juliet style forbidden love that they committed against their extended families (sounds like a Dwarf thing to do). In either case, the Rejuvenation ability can provide complications if the PCs don't figure it out (and maybe even if they do) with the witnesses returning to availability (once the new location is discovered by someone who can actually WALK), or the client demanding a refund (perhaps with a penalty amount) for a job left half-done. The only exception I can think of is if they are witnesses and the PCs feel they can intimidate them into silence easier than killing them.

    TOTAL ENCOUNTER LEVEL 5

    Spoiler
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    A 4th level commoner would normal be a CR 2 by the book (Yeah, I know this is too high, but it doesn't make as much difference in this case) halving this we get a CR 1
    2 CR 1's makes an EL 2 or 3... call it 3
    The Devotion bower itself is CR 3 (2 base, +1 for 4 Extra Hit-Dice)
    2 EL/CR 3's make an EL 5


    Red-Blossomed Black-and-Lilac-Rose of Allurehn Queen of Eternal Romance (Yeah, I was drawing a blank so I decided to go a bit "Exalted" with the name)
    Devotion Bower (Racial Hitdice only)
    Medium Plant(+2 Medium Humanoids in pocket dimension)
    Hit Dice 6d8+18(45 hp)
    Initiative +2
    Speed 0 ft
    Armour Class 15 (-5 Immobility, +10 Natural), touch 5, flat-footed 15
    Base Attack Bonus/Grapple +4/+7
    Attack
    Intrensic: Thorny slam +7 melee (1d6+3) OR Launch Major Thorn +5* Ranged (1d6+3* Range Increment 60 max range 600)
    AND
    Resident Reinforcement Husband:
    Thorny slams +4 melee (1d6+3) OR Launch Major Thorn +2 Ranged (1d6+3 Range Increment 40 max range 400)
    AND
    Resident Reinforcement Wife:
    Thorny slams +4 melee (1d6+3) OR Launch Major Thorn +2 Ranged (1d6+3 Range Increment 40 max range 400)
    Full Attack
    Intrensic: 2 Thorny slams +7 melee (1d6+3) OR Launch Major Thorn +5* Ranged (1d6+3* Range Increment 60 max range 600)
    AND
    Resident Reinforcement Husband:
    2 Thorny slams +4 melee (1d6+3) OR 2 Launch Major Thorn +2 Ranged (1d6+3 Range Increment 40 max range 400)
    AND
    Resident Reinforcement Wife:
    2 Thorny slams +4 melee (1d6+3) OR 2 Launch Major Thorn +2 Ranged (1d6+3 Range Increment 40 max range 400)
    *To hit and damage both get a +1 bonus for attacks made by the Devotion Bower itself due to Point-Blank Shot.
    Space/Reach 5 ft/5 ft
    Special Attacks Resident Reinforcements
    Special Qualities Bastion of Faithfulness*, Blossom in the Wasteland, Electricity Resistance 20, Fire Resistance 20, DR 5/Slashing, Immobility, Lovers' Rescue*, Lovers' Paradise*, Rejuvenation, Telepathy, Haven's Truth
    *This ability is listed in the long version in the original entry for this, it will not be relevant to the initial encounter unless your campaign has a romantic sub-plot, and probably not even then.
    Saves Fort +8, Ref +4, Will +11
    Abilities Str 16, Dex 15, Con 16, Int 14, Wis 19, Cha 15
    Skills Diplomacy +10, Sense Motive +10, Spot +9, Knowledge(Religion) +9, Listen +9, Survival +9
    Feats Iron Will, Point Blank Shot, Far Shot
    Treasure 2 rings worth 10 GP each (wedding rings on buried corpses of couple who live inside).

    Selected Stats for couple living inside (feel free to adjust):
    Commoner 4
    BAB +2
    Saves +2*/+1*/+1
    Str 12, Dex 10, Con 12, Int 12, Wis 12, Cha 12
    Skills: Diplomacy +5
    *I can't imagine how this would matter.

    This looks like a normal tree for the area, except that the branches are now in motion, and you note thorns whose placement and size are inconstant with this type of tree.

    Blossom in the Wasteland (Su): Even where sun and rain and good soil are not available a Devotion Bower will yet grow and if the need is great enough, can even thrive. A Devotion Bower can grow ANYWHERE. However in places that could not normally support it a Devotion Bower may never have more than a certain number of hit-dice. The base amount is 2, and is increased by 1 for each inhabitant of the extradimensional space of between 1 and 9 hit-dice (racial + class derived), 2 for each inhabitant of between 10 and 19 hit-dice, 3 for each of between 20 and 29 hit-dice, and so on. Growth to add hit-dice is at the same rate as a pine-tree. If inhabitants die or leave and the Devotion Bower has more hit-dice than it should be allowed to according to this calculation, then it loses 1 hit-die per week until it is once again within the limit.

    Immobility(Ex): Because it is firmly rooted can't move its trunk or roots (other than by altering its shape and that requires days per inch moved), only its vines and branches it can not take movement based feats including but not limited to the following: Acrobatic, Dodge, Mobility, and Spring Attack. Devotion Bowers do not derive any benefit from class features, feats or spells that improve movement speed.

    Rejuvenation (Su): In most cases, it’s difficult to destroy a Devotion Bower or Undying Devotion through simple combat: The "destroyed" tree and spirits within it will often restore themselves (as an Undying devotion) in 3d6 days. Even the most powerful spells are usually only temporary solutions. A Devotion Bower (and the spirits within it) that would otherwise be destroyed returns to its either its old location or to a random location within 5 miles of its old location on a successful level check by the tree or any one of its inhabitants (roll a separate check for each) (1d20 + HD) against DC 18. Can be destroyed permanently(IE by-passing the checks) by a Succubus, Incubus, Erinyes or other such evil outsider with a similar sexual focus performing a ritual within 1 mile of the tree. This ritual requires 8 hour to complete and the tree must have been destroyed and not rejuvenated yet, 300 gp worth of materials, and involves the sadistic sexual murder of at least 3 sentient creatures. The target must be uniquely specified but neither line of sight or line of effect are required. If the Lover's Rescue ability is negated by the Devotion bower becoming an Undying Devotion then any Love Buds are immediately separated and may die and all inhabitants become infertile.

    Resident Reinforcements (Su): Inhabitants of a Devotion Bower's extra-dimensional space may each take control of a number of limbs (vines or branches) equal to the number of manipulative appendages they have or the number of natural weapons they have, whichever is greater. They may attack (thorny slams with branches or grappling with all the vines they control, or trips or disarms with either) with these limbs, using the tree's strength score and damage die, but their own base attack bonus and dexterity. Each controlling intelligence is entitled to a separate attack of opportunity each round (or more than one in the case of Combat Reflexes or similar ability) provided it is not performing a maneuver with those limbs that would normally disallow such (such as grappling). A controlling intelligence may also forgo the normal attacks (but not attacks of opportunity) to use the limbs to cast spells. Note that if there is more than one spellcaster within, the tree may appear to have the Quicken Spell feat, or an Epic version there-of, even if this is not the case. Because the tree and/or other inhabitants can cover for the casting limbs such spellcasting never provokes attacks of opportunity or requires a concentration check to cast on the defensive.

    Telepathy (Su): A devotion bower can communicate telepathically with any creature within 500 feet that has an Intelligence score. The creature can respond to the devotion bower if it wishes—no common language is needed.





    I can provide the resulting Undying Devotion for a follow-up encounter if you use this (or maybe even if you just tell me you will BE using it).
    Last edited by DracoDei; 2011-05-13 at 03:07 PM.
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  8. - Top - End - #98
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    Morph Bark's Avatar

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    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    Just posting to let you guys know that tomorrow we will have our next session, and I will be using the three Shifters, the Divine Champion, the Fey Champion, the Psychic Tracker, the Tiny Thief and the Beige Dragon. I've also got ideas for when to use the Witch Hunter. The Swordsaint I will surely use at some point later on as well, but I think I'd prefer that one to be a solo encounter.

    I also think I may need some traps...
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  9. - Top - End - #99
    Colossus in the Playground
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    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    I would quite like some of my Animorphs stuff playtested. There's several sample characters there, but mostly level 13ish iirc.

  10. - Top - End - #100
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    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    Quote Originally Posted by Morph Bark View Post
    Just posting to let you guys know that tomorrow we will have our next session, and I will be using the three Shifters, the Divine Champion, the Fey Champion, the Psychic Tracker, the Tiny Thief and the Beige Dragon. I've also got ideas for when to use the Witch Hunter. The Swordsaint I will surely use at some point later on as well, but I think I'd prefer that one to be a solo encounter.

    I also think I may need some traps...
    Awesome ! I can't wait. Thanks.

    As for trap hum, no I don't have anything like that in my folder but it might be a good idea. If i'm inspired on the subject, I'll post them here for you.
    Last edited by zagan; 2011-05-13 at 12:07 PM.
    Latest homebrew: The Avatars of Magic, powerful monster each dedicated to ne school of magic.

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    Mirar, Bizarre human Focused Conjurer/Master specialist (summoning specialist)
    Xilef, shifter Druid 8//Barbarian 5/Weretouched master 3
    Other Character.

  11. - Top - End - #101
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    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    Not sure how much a trap can be homebrew instead of inventiveness, but I've always liked some traps such as the following:

    Oiled chutes with flamethrowers at the bottom.

    Pit traps on two sides of a "safe" winding path, but the path has a Reverse Gravity zone on it, and the ceiling is trapped. Or the ceiling might just be very very high.

    A room with an elaborately patterned tiled floor, each tile is a button. The only thing that happens when they are stepped on is they make clicking noises, but occasionally grinding gears are heard. This does nothing, but it can freak people out if it is after a lot of other traps.

    An extra-large Ring Gate with no weight limit, made to look like a decorative part of a hallway. The other ring opens onto a pit, which is decorated to look exactly like the hallway. walk walk walk walk FALL FALL FALL FALL.

    A pathway made of Shadow Conjuration Walls of Stone. Anyone who makes their will save falls through.

    Everyone is "teleported" into identical rooms, with horrible monsters. These monsters are actually their party, disguised by an illusion. Group will need to be good at roleplaying if they catch on OOC, since whatever their teammate does will be mimicked by a monster. Alternately, make it blatantly obvious that it is fake, then have it turn out to not be fake.
    Quote Originally Posted by jamieth View Post
    ...though Talla does her best to sound objective and impartial, it doesn't cover stuff like "ask a 9-year-old to tank for the party."
    My Homebrew

  12. - Top - End - #102
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    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    Quote Originally Posted by Morph Bark View Post
    Just posting to let you guys know that tomorrow we will have our next session <snip> and the Beige Dragon.
    Thank you kindly, and be sure to practice your Ben Stein voice ahead of time if you can spare a few minutes.
    Quote Originally Posted by Morph Bark View Post
    I also think I may need some traps...
    Sadly I am of the school of thought that says that traps should only be interesting when designed by NPCs with certain varieties of mental illness or when the oddities make a great deal of sense as curveballs designed to raise the Search and/or Disable Device DCs.

    Generally I am a great believer in traps that are designed to have AT LEAST a 50% chance of outright killing the average character 4 ECLs lower than the APL (Average Party Level). In other words they are designed to do more than just chew up some healing spells/items (well... at lower levels that can be good too) but are under-designed for the threat the PCs face.
    Last edited by DracoDei; 2011-05-13 at 04:25 PM.
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  13. - Top - End - #103
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    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    Oops! There is a key ability of Beige dragons (a racial bonus to certain skill checks) that I left out! (and even in the original article you sorta have to think creatively and read between the lines a little bit to get the part I underlined since it isn't actually part of the original thread).


    Beige dragons receive a racial bonus equal to their hit-dice to Bluff checks provided the lie they are telling is less interesting than the truth, and Diplomacy checks to remain "socially invisible" (including making small-talk, avoiding faux-pas, etc).

    Note that this means that they can bluff with body-language that they are just yawning when they use their breath-weapon, with the effects seeming to be completely unrelated to them on a failed Sense Motive check.
    [Public Service Announcement]P.E.A.C.H stands for Please Examine And Critique Honestly[/Public Service Announcement]
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  14. - Top - End - #104
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    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    I didn't actually mean to ask for traps, but thanks anyway! It's always great to see the twisted deadly products of other minds, especially traps. I love them dearly, but sadly don't get too often the chance to use them in logical places.

    Quote Originally Posted by Serpentine View Post
    I would quite like some of my Animorphs stuff playtested. There's several sample characters there, but mostly level 13ish iirc.
    Hmmm, level 13 is a bit high for now, but could do. Which would you most prefer tested? I have to say though that I know absolutely nothing about Animorphs, so that might be a problem.
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    Colossus in the Playground
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    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    Mostly the Animorphs class, but that probably needs more player-testing. Any of the monsters and races, then. Although I think Ax is the only one I actually have statted out.

  16. - Top - End - #106
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    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    Results are in!

    You can read more about the session here. It sadly wasn't that long. We actually stopped right before the encounter with the Fey Champion, Divine Champion and Psychic Tracker.

    Quote Originally Posted by zagan View Post
    Here's a trio of Shifter, using my substitution level and for the swordsage one f my metainitiation feat. They can be use either together or separatly, they are supposed to be brother and sister but you change that of course.

    Totemist:
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    Dent Eco
    Male Longtooth ShifterECS p18 Totemist 5MoI p29 (Shifting stat with braid)
    Size and type Large Humanoid (Incarnum, Shapechanger)
    Hit Dice 5d8+15+5 (42 hp)
    Initiative +dex
    Speed 30 ft (6 squares)
    Armour Class 14 (-1 size, +2 dex, +3 armor), touch 11, flat-footed 12
    Base Attack Bonus/Grapple +3/+15
    Attack +1 Bite +10 (1d8+16) (+1 att and dmg if charging)
    Full Attack Spear +10 (2d6+12) plus +1 Bite +5 (1d8+16)
    Space/Reach 10 ft/10 ft
    Special Attacks Shifting (1+/day, 7 rounds), Soul Shifting
    Special Qualities Low-light vision, Cobalt Shifting, Illiteracy, Totem chakra bind (+1 capacity), Chakra Bind (Crown, Hand, Feet)
    Saves Fort +7, Ref +6, Will +1
    Abilities Str 26, Dex 14, Con 16, Int 8, Wis 10, Cha 8
    Skills Balance +12, Climb +18, Jump +18, Listen +8, Spot +8, Survival +8
    Feats 1st: Cobalt ChargeMoI p35, 3rd: Expand Souldmeld Capacity (Totem)MoI p38
    Equipment Braid of Dire ShiftingRoE p174 (one, used when shifting), Gauntlets of Ogre Power +2, MW Studded Leather Armor, Spear (Total 4277gp)

    Dent speak common

    When not shifting Dent as the following altered stat:
    Spoiler
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    Size and type Medium Humanoid (Incarnum, Shapechanger)
    Initiative +3
    Armour Class 17 (+3 dex, +3 armor, +1 natural), touch 13, flat-footed 14
    Base Attack Bonus/Grapple +3/+9
    Attack Spear +9 (1d8+9) (+1 att and dmg if charging)
    Full Attack Spear +9 (1d8+9)
    Space/Reach 5 ft/5 ft
    Saves Ref +7
    Abilities Str 22, Dex 16
    Skills Balance +13, Climb +16, Jump +16

    When not shifting Dent invest 1 point of essentia in the Totem avatar to gain a +1 enhancement bonus to natural armor because he can invest essentia in his his Soul shifting ability only while shifting.


    Shifting (Su): Dent posses the Longtooth trait and can shift once per day for 7 round. While shift he gain a +2 bonus to Strength and a bite attack dealing 1d6+1 per four character level points of damage.

    Meldshaping: Meldshaper Level 5, Essentia 5, Essentia Capacity 1 (3 for Totem)
    Soulmeld shaped:
    Lycantrope Avatar: (Occupy Brow chakra, bound to Totem) 3 invested essentia, Grant +8 insight bonus to Balance, Climb and Jump, Grant a +4 insight bonus to Strenght
    Dread CarapaceMoI p65: (Occupy Feet chakra), Grant a +2 bonus to damage and -1 penalty to attack with bite attack
    Totem AvatarMoI p90: (Occupy Shoulder chakra), Grant 5 bonus Hit point
    Blink ShirtMoI p60: (Occupy Heart chakra), Teleport 10 feet as a standard action
    Incarnum Feat:
    Cobalt Charge:1 invested essentia, +1 insight bonus to attack and damage roll at the end of a charge
    Class feature:
    Soul Shifting: 1 invested essentia, +1 enhancement bonus to attack and damage roll with bite

    Cobalt Shifting: A shifter totemist who takes the 1st-level racial substitution level learns to blend their study of soul energy with their innate wild nature. You treat incarnum feats as shifter feats for the purpose of determining the number of times per day you can use your shifting ability and the ability’s duration.
    This substitution feature replaces the standard Totemist's Wild empathy class feature.

    Totem Chakra Bind: Dent can bind soulmeld to his totem chakra and the essentia capacity of any soulmeld bind to the totem chakra is improved by 1.

    Soul Shifting: A shifter totemist who takes the 3rd-level racial substitution level learns to use incarnum to augment their ability to shift. While shifting, as a swift action, you can invest essentia in your shifting ability as if it was a soulmeld. This grant you a bonus depending on the specific trait as follow:
    -Longtooth: For every point of essentia you invest in your shifting ability, you gain a +1 enhancement bonus on attack and damage roll made with your bite.
    If you have multiple shifter traits (from the extra shifter trait feat for example) the benefit from invest essentia apply to all of them.
    This substitution feature replaces the standard Totemist's Totem protection class feature.

    Chakra Bind: Dent as access to the Crown, Feet and Hand Chakra.

    NOTE: If you increase his level I recommend giving him the Bonus essentia feat at 6th level.


    Binder
    Spoiler
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    Jambe Eco
    Female Longstride ShifterECS p18 BinderToM p11 5 (Shifting)
    Size and type Medium Humanoid (Shapechanger)
    Hit Dice 3d8+2d10+10 (34 hp)
    Initiative +6
    Speed 50 ft (10 squares)
    Armour Class 22 (+6 Dex, +4 armor, +1 shield, +1 dodge), touch 17, flat-footed 15
    Base Attack Bonus/Grapple +3/+3
    Attack +1 Rapier +10 (1d6+5)
    Full Attack +1 Rapier +10 (1d6+5)
    Space/Reach 5 ft/5 ft
    Special Attacks Shifting (2/day, 8 rounds),
    Special Qualities Low-Light vision, Scent, Soul Binding (1 vestiges), Pact Augmentation (+2 to damage), Suppress Sign
    Saves Fort +6, Ref +8, Will +4
    Abilities Str 14, Dex 22, Con 14, Int 8, Wis 10, Cha 10
    Skills Balance +8, Climb +4, Intimidate +8, Jump +18, Perform (dance) +4, Tumble +16
    Feats
    1st: Longstride EliteECS p57, 3rd: Shifter AgilityRoE p115
    Binder Bonus: Extra Shifter Trait (Wildhunt)
    Vestiges granted: Martial Weapon Proficiency (Rapier, Shortsword), Weapon Finesse (Rapier, Shortsword only), Whirlwind Attack
    Equipment +1 Rapier, Mithral Chain Shirt, MW Light Steel Shield, Potion of Haste (Total 4329gp)

    When not shifting Jambe as the following altered stat:
    Spoiler
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    Initiative +5
    Speed 30 ft (10 squares)
    Armour Class 21 (+5 Dex, +4 armor, +1 shield, +1 dodge), touch 16, flat-footed 15
    Base Attack Bonus/Grapple +3/+3
    Attack +1 Rapier +9 (1d6+5)
    Full Attack +1 Rapier +9 (1d6+5)
    Space/Reach 5 ft/5 ft
    Special Attacks Shifting (2/day, 8 rounds),
    Special Qualities Low-Light vision, Soul Binding (1 vestiges), Pact Augmentation (+2 to damage), Suppress Sign
    Saves Fort +6, Ref +7, Will +4
    Abilities Dex 20
    Skills Balance +7, Jump +10, Tumble +15


    Jambe speak common

    Shifting (Su): Jambe posses the Longstride trait and the Wildhunt (secondary trait), she can shift twice per day for 8 rounds. While shift she gain a +2 bonus to Dexterity, a +20 ft bonus to her land speed and the scent special quality.

    Soul Binding (Su): Binder level 5, 1 vestige max 3rd level, Binding check +5
    PaimonToM p43:
    Dance of death: Move to speed and make a single melee attack against each creature move past.
    Paimon’s Dexterity: +4 bonus to Dexterity
    Paimon’s Skill: Can use Tumble untrained, gain a +4 bonus to Tumble and Perform (Dance)
    Uncanny Dodge: As the rogue class feature.

    Pact Augmentation: Jambe gain two abilities from a specific list, he normally choose the +1 insight bonus to damage roll twice for a +2 bonus.

    Suppress Sign (Ex): When Jambe make a successful pact with a vestige she can show or suppress the vestige sign as a swift action.


    Swordsage:
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    Griffe Eco
    Male Razorclaw ShifterECS p18 Unarmed SwordsageToB p15/20 5 (Shifting)
    Size and type Medium Humanoid (Shapechanger)
    Hit Dice 5d8+10 (32 hp)
    Initiative +6
    Speed 30 ft (6 squares)
    Armour Class 17 (+5 dex, +2 wisdom), touch 17, flat-footed 12
    Base Attack Bonus/Grapple +3/+7
    Attack Unarmed Strike +7 (1d8+5)
    Full Attack Unarmed Strike +7 (1d8+5) plus 2 Claws +2 (1d6+3)
    Space/Reach 5 ft/5 ft
    Special Attacks Shifting (2/day, 6 rounds)
    Special Qualities Low-Light vision, Discipline focus (Shifting, Shadow hand), Quick to Act +1, AC bonus, Extra shifting
    Saves Fort +3, Ref +9, Will +6
    Abilities Str 18, Dex 20, Con 14, Int 8, Wis 14, Cha 8
    Skills Concentration +10, Balance +15, Climb +6, Hide +13, Jump +14, Tumble +13
    Feats
    1st: Adaptive StyleToB p28, 3rd: Extend Maneuversee below
    Swordsage bonus: Improved Unarmed Strike, Weapon Focus (Claw)
    Equipment Gloves of Dexterity +2, Potion of Owl’s Wisdom (Total: 4300gp)

    When not shifting Jambe as the following altered stat:
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    Base Attack Bonus/Grapple +3/+6
    Attack Unarmed Strike +6 (1d8+4)
    Full Attack Unarmed Strike +6 (1d8+4) plus 2 Claws +1 (1d6+2)
    Abilities Str 16
    Skills Climb +5, Jump +13


    Griffe speak common.


    Shifting (Su): Griffe posses the Razorclaw trait and can shift 2 per day for 6 rounds. While shift he gain a +2 bonus to Strength and two claw attack dealing 1d4+1 per four character level points of damage.

    Maneuvers and Stances: Initiator level 5, 10 maneuvers know, 6 readied, 2 stances
    Maneuvers
    1st: Burning BladeToB p52*, Clinging Shadow StrikeToB p76, Distracting EmberToB p52, Sudden leapToB p89*, Wind StrideToB p56*, Wolf Fang StrikeToB p90
    2nd: Cloak of DeceptionToB p76*, Burning BrandToB p52*, Flashing SunToB p54
    3rd: Mind Over BodyToB p64*
    Stances
    1st: Blood in the WaterToB p86, Child of ShadowToB p76
    3rd: Claws of the Dire Tigersee below*
    *: Indicated readied maneuver or stance currently used

    Unarmed Damage: Griffe gain a improved unarmed strike as a bonus feat. And deal damage with his unarmed strike equal to that of a monk of his level, 1d8.

    Discipline focus (Shifting) (Ex): At 1st level, the shifter swordsage learns a special way to use their shifting in conjunction with the martial discipline.
    This benefit changes depending on your shifter trait:
    -Razorclaw: The claws granted by your shifting are considered discipline weapon of your chosen discipline for all purposes and you gain the benefit of the weapon focus (claw) feat.
    This substitution feature replaces the standard Swordsage Discipline focus (Weapon focus).
    Griffe as chosen Desert Wind as his chosen discipline at this level.

    Quick to Act: Griffe gain a +1 bonus on initiative check.

    AC bonus: Griffe add his wisdom modifier to AC when wearing no armor. (The most logical modification given the unarmed adaptation)

    Discipline focus (Insightful Strike) (Ex): Griffe had his wisdom modifier to his attack roll when using Desert Wind strike.

    Extra shifting (Ex): At 5th level, the shifter swordsage uses his mastery of martial techniques to better tap into their wild nature. You gain another use per day of your shifting ability, and your shifting lasts one round longer.
    This substitution feature replaces the standard Swordsage quick to act +2. Reduce the bonus granted by this ability by 1 each time.

    ------------------------------------------------

    Claws of the Dire Tiger
    Tiger Claw (Stances)
    Level: Shifter swordsage 3
    Prerequisite: One Tiger Claw maneuver
    Initiation action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stances

    You know the secret to increase the effectiveness of your natural weapon, and you are delighted in demonstrating the result to your enemy.

    While you are in this stance, the damage of the natural weapon you gain while shifting increases by one step, as if you were one size category larger. Each time you hit an opponent with one of the effected natural weapon, on the next round you increases the damage done by this weapon by another step against that opponent until the end of the encounter to a maximum of 4 step. For example a longtooth shifter has a bite attack dealing 1d6 damage (+1 per 4 character level + str + other bonus) with this stance this change to 1d8 if he hit with his bite an opponent on the next round his bite will deal 2d6 damage if he hit again on the next round he will deal 3d6 damage.
    This effect stacks with any other effect that would increase the damage dealt by your natural weapon.

    Extend maneuver [Metainitiation]
    You know how to make your move last longer
    Prerequisite
    Initiator level 3rd
    Benefit
    An extended maneuver lasts twice as long as normal. A maneuver with a duration of concentration or instantaneous is not affected by this feat. To use an extend maneuver you must expand a maneuver at least one level higher than the extend maneuver.
    Note: A maneuver with a duration of “End of turn” change to “End of next turn” with this feat.
    Special
    A fighter may select this feat as one of his fighter bonus feats.
    Special
    A warblade may select this feat as one of his warblade bonus feats.

    NOTE: At sixth level he could really use the shifter multiattack feat, later perhaps Great rend too.
    Dent proved to be definitely the strongest here, getting Nadia down so quickly, so I took a look at his stats and thought that 26 Str was way high (one of the players even shouted at me "What kind of optimizers are you looking up on the internet?"), so I played him as if he had a Str of 16, which caused him to be on-par until he got blinded. Jambe didn't get to do much (I could've had her jump onto the ship and use Paimon's Dance of Death in hindsight, but that would've gotten her killed quickly, plus that's not a thing she got from homebrew). Griffe did pretty well, getting Aaron to 1 hp near the end, but he got to 3 hp himself, so I had them surrender, as that fit the motives they had there.

    I figure that at level 8 they could do more, especially as then they would have all their useful homebrew levels (minus a few that just give more of what they had, extra shifting and feats), so they might return.

    Bob (whom I figured I might call Bobrazivanzevox because dragon's like asslong names ending in x - nicknamed Bob prolly anyway, though that'll make my players want to kill him for the lulz) wasn't used as a villain in any way, which prolly fits beige dragons more. I could still have him return as a bad guy later on, alongside the shifters, but that's still up in the air.


    Oh, by the by, the players don't know that they're being pitted against homebrew stuff here (though some have suspicions and I may need to kill whichever one of them reads this sentence - prolly Nadia and Vido), but I'd like to pitch through that Annie's player thinks a dragon hoarding copper coins in socks is genius. Kudos to you, Draco!
    Last edited by Morph Bark; 2011-05-17 at 09:30 AM.
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    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    Quote Originally Posted by Morph Bark View Post
    Results are in!

    Dent proved to be definitely the strongest here, getting Nadia down so quickly, so I took a look at his stats and thought that 26 Str was way high (one of the players even shouted at me "What kind of optimizers are you looking up on the internet?"), so I played him as if he had a Str of 16, which caused him to be on-par until he got blinded. Jambe didn't get to do much (I could've had her jump onto the ship and use Paimon's Dance of Death in hindsight, but that would've gotten her killed quickly, plus that's not a thing she got from homebrew). Griffe did pretty well, getting Aaron to 1 hp near the end, but he got to 3 hp himself, so I had them surrender, as that fit the motives they had there.
    Yeah they didn't benefit much from their ACF at this level, dent the only one with is unique soulmeld. As for 26 strength well let's see how I got there.
    I used a 30 points buy (Str 16, Dex 12, Con 16, Int 10, Wis 10, Cha 10) with shifter adjustment I have (Str 16, Dex 14, Con 16, Int 8, Wis 10, Cha 8). So with start with Str 16 +2 (shifting) +2 gauntlet + 2 (braid of dire shifting= enlarge person) and +4 from lycanthrope avatar soulmeld.
    His bite attack now deal 1d8 (for being large) + 1 because he got more than 4 hd (it's part of the shifter trait) + 1.5*8 (strength because it's his only natural attack) + 2 from dread crapace +1 from soul shifting = 1d8+1+12+2+1 = 1d8+16

    Yeah I can see how that can be a lot, the lycantrhope avatar end up strong but a +1 str per essentia considering the limit in essentia didn't seem like a lot when I was homebrewing, perhaps +1 per 2 essentia instead.
    And I've probably overoptimized him, sorry.

    Did you get to use the extend maneuver feat of griffe ?

    Anyway thanks for testing some of my work, I can't wait for the next time.
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    I see. Are you sure all those bonuses stack though? I thought most soulmelds that gave ability score bonuses were enhancement bonuses, so they wouldn't stack with the gauntlets.

    I also didn't use the braid of dire shifting (hadn't looked over it what it did in the books and I didn't know what it does), so I played him as Medium, and due to not knowing that the dire shifting gave him +2 Str, I didn't subtract that. ^^;

    And don't bite attacks use 1xStr instead of 1.5xStr? The only 1.5x natural weapons I know of are slam attacks (or dragon's crush attacks, iirc).

    I didn't get to use Extend Maneuver for Griffe as he only got to use Burning Brand. The round after that I had him go for nonlethal damage, and that cannot be done with maneuvers for as far as I know.
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    Quote Originally Posted by Morph Bark View Post
    I see. Are you sure all those bonuses stack though? I thought most soulmelds that gave ability score bonuses were enhancement bonuses, so they wouldn't stack with the gauntlets.
    In this case they stack, with have a +2 untyped/racial from shifting, +2 size from the braid and +4 insight from the soulmeld.
    most soulmed give insight or competence bonus execpt when they improve the bonus for a natural weapon. I deliberately chose insight because otherwise the soulmeld can be replaced with a magic item and nobody would use it if that was the case.

    I also didn't use the braid of dire shifting (hadn't looked over it what it did in the books and I didn't know what it does), so I played him as Medium, and due to not knowing that the dire shifting gave him +2 Str, I didn't subtract that. ^^;
    I'm sorry I should have detailled the shifting but not braid stat. braid of dire shifting is just enlarge person activated at the same time as you shift, it's a one use item.

    And don't bite attacks use 1xStr instead of 1.5xStr? The only 1.5x natural weapons I know of are slam attacks (or dragon's crush attacks, iirc).
    let me find the Srd quote for that, a it's here.
    Quote Originally Posted by SRd
    If the creature uses a two-handed weapon or has a single natural weapon, it adds 1½ times its Strength bonus to the damage. If it has more than a single attack then it adds its Strength bonus to damage rolls for the primary attack and ½ its Strength bonus to all secondary attacks.
    I didn't get to use Extend Maneuver for Griffe as he only got to use Burning Brand. The round after that I had him go for nonlethal damage, and that cannot be done with maneuvers for as far as I know.
    Okay. Non-lethal damage with maneuver, that's weird I was sure you could. I think it's possible by taking the standard -4 penalty but only the weapon damage will be non-lethal if the maneuver deal damage in addition that it's probably normal. And of Griffe maneuver only flashing sun would jave work and it wasn't readied.
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    Quote Originally Posted by Morph Bark View Post
    Bob (whom I figured I might call Bobrazivanzevox because dragon's like asslong names ending in x - nicknamed Bob prolly anyway, though that'll make my players want to kill him for the lulz)
    That works... I was going for a very boring name, but your way is better... he would introduce himself by whichever would be more uninteresting to any given group.
    Quote Originally Posted by Morph Bark View Post
    wasn't used as a villain in any way, which prolly fits beige dragons more. I could still have him return as a bad guy later on, alongside the shifters, but that's still up in the air.
    The idea is that adventurers (regardless of Law/Chaos and Good/Evil alignment) tend to "rock the boat" a lot and do a lot of very flashy things. Beige dragons don't like that and so might try to QUIETLY dispose of the problem.
    Quote Originally Posted by Morph Bark View Post
    Oh, by the by, the players don't know that they're being pitted against homebrew stuff here (though some have suspicions and I may need to kill whichever one of them reads this sentence - prolly Nadia and Vido), but I'd like to pitch through that Annie's player thinks a dragon hoarding copper coins in socks is genius. Kudos to you, Draco!
    You are welcome.


    Questions and further comments:
    Where did Bob get Create Water or was that something else?

    Changing them from beings of completely average levels of industry to lazy-bones was unexpected but not problematic... then again sleeping on top of their hordes is stereotypical for a dragon, so this might qualify as "fridge brilliance".

    Was he really yawning, or were you rolling saving throws and bluff/sense-motive checks for the breath-weapon behind the screen or later? Probably not since you said he wasn't a villain.
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    How are things going? Might I request more info on the PCs themselves? What classes are they, what are their general tactics/builds?
    Homebrew


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    Quote Originally Posted by DracoDei View Post
    That works... I was going for a very boring name, but your way is better... he would introduce himself by whichever would be more uninteresting to any given group.
    It's mostly because characters named Bob dying soon after their introduction is a staple of our campaigns. The one that lasted the longest was a Blue Slaad, who ended up being killed by the PC who was his master.

    Questions and further comments:
    Where did Bob get Create Water or was that something else?

    Changing them from beings of completely average levels of industry to lazy-bones was unexpected but not problematic... then again sleeping on top of their hordes is stereotypical for a dragon, so this might qualify as "fridge brilliance".

    Was he really yawning, or were you rolling saving throws and bluff/sense-motive checks for the breath-weapon behind the screen or later? Probably not since you said he wasn't a villain.
    It was create water yeah, and I added it on the fly. After they took water from the pond, I figured the level should have lowered since it was such a small pond. I thought that if the shifters were to have lived there for a long time, they needed more than that, so ad hoc I added that ability to his repertoire, which could simply be from a hidden magic item.

    And yes, he was really just yawning. I figured if I told them they got hits to Int and Cha they would turn tail pretty fast, and I wanted him to steer them into a direction where I could use the encounter with the two Champions and such.

    Quote Originally Posted by Ziegander View Post
    How are things going? Might I request more info on the PCs themselves? What classes are they, what are their general tactics/builds?
    Their class/race make-up are listed in the first post of this thread. Nadia is a spiked chain user, using Trip actions, though she doesn't have Improved Trip yet. Her player plans on going into Scarlet Corsair. Aaron is going to be a Shadow Sun Ninja, Vido might take a level in Mind... something. An official PrC that gives telepathy at level 1 that is very good for sorcerers and gets into dominating spells a lot.
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    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    Quote Originally Posted by Morph Bark View Post
    Also, one of my players noticed this thread (whoops!) and looked over the monks I used. He pointed out that at higher levels, arguskos' monk would become a whole lot more powerful. I'd love to playtest that and see how they'd match up against decent characters of the same level, but it will take a while before my players will get there, sadly.
    It does grow in power as you gain Superiorities and movement speed. That monk is very keyed to mobility, and the more you have the better off you are.

    On that note, how'd it play? I don't recall anything about it, or even if it'd happened yet.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

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    Quote Originally Posted by arguskos View Post
    It does grow in power as you gain Superiorities and movement speed. That monk is very keyed to mobility, and the more you have the better off you are.

    On that note, how'd it play? I don't recall anything about it, or even if it'd happened yet.
    Hopefully it doesn't grow too powerful, but once he gets Pounce he certainly ups his ante.

    And the encounter happend in the third session, so yes, it's happened already.

    Might have him return soon alongside Gronwë, the Ascetic with the hat.
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    Quote Originally Posted by Morph Bark View Post
    Hopefully it doesn't grow too powerful, but once he gets Pounce he certainly ups his ante.
    Fear not, Pounce is not quite as powerful as you might think in this case. More interesting is actually that you gain a feat (not just the bonus feat, though that's nice too, but the regular feat). With that feat, you can take Snap Kick, which has a BEAUTIFUL synergy with Perpetual Motion.

    It lets you really hammer out the pain, and since the second attack has 2xFlowing Strike, it really hurts (though any Snap Kick attack on the second hit will have only 1xFlowing Strike, of course).

    And the encounter happend in the third session, so yes, it's happened already.
    Missed it. Good to see.

    I also seem to recall you used the Reserve Mage, yes? Anything become of him?

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

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    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    Quote Originally Posted by Morph Bark View Post
    It's mostly because characters named Bob dying soon after their introduction is a staple of our campaigns. The one that lasted the longest was a Blue Slaad, who ended up being killed by the PC who was his master.
    Ah, I see... well, if you want to keep him around longer, you might make the name he uses among humanoids usually "Phil" or "Sam" or something.
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    Quote Originally Posted by arguskos View Post
    I also seem to recall you used the Reserve Mage, yes? Anything become of him?
    I didn't use the Reserve Mage in that encounter (even though I wanted to), because I feared that with him there as well the encounter would be too hard for my players. At first I thought of having him arrive on round 3, but when I saw how my players had some trouble with them, I discarded that idea, so that he may be used later on.
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    Here comes something I didn't brew myself, but I want to see what happens when I put an awesome character into a mix of NPC classed individuals.

    Damien, CR 6
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    Humanoid (Reptillian, Dragonblooded) Marshal
    Init +5; Senses darkvision; Listen +9, Spot +9
    Languages Draconic, Celestial, Common, Infernal, Undercommon
    - - - - - - - - - - - - - - - - - - - -
    AC 23 (+5 Armor, +4 Shield, +3 Dex Int, +1 Size, +1 Natural), touch 17, flat-footed 20
    hp 37/37 (6 HD)
    Fort +5, Ref +2, Will +5
    - - - - - - - - - - - - - - - - - - - -
    Speed 20
    Melee +11/+6 Heavy Pick (1d4, 20/x3)
    Ranged +11 Hand Crossbow (1d4+3, 19-20/x2)
    Space 5 ft Reach 5 ft
    Base Atk +6 Grp +2
    Atk Options
    Special Action Rally
    Spell-like Abilities
    - - - - - - - - - - - - - - - - - - - -
    Abilities Str 11, Dex 12, Con 11, Int 16, Wis 10, Cha 11
    Feats Shield Specialization, Shield Ward, Improved Initiative, Combat Expertise, Shield Wall
    Skills Intimidate +9, Sense Motive +9, Bluff +9
    Possessions Masterwork Weapons, Masterwork Breastplate, +1 Shield, 5 Potions of Cure Light Wounds, 3 Potions of Cure Moderate Wounds, 1 potion of Cure Serious Wounds
    - - - - - - - - - - - - - - - - - - - -
    Rally (Ex): As a full-round action, a marshal may whip a rally that stirs the heart of the most desperate trooper. Each ally within range that can hear the marshal adds an extra 1d6 points of damage in any successful melee or ranged attack dealt during the round. The Marshal and all allies that hear the rally a +1 competence bonus to Armor Class. Furthermore, any ally that hears the marshal and currently suffers a fear effect may make a new saving throw to remove said effect. An ally can attempt a new saving throw every round in which it suffers a fear effect and hears the marshal rally, but can only attempt a new saving throw once per round. This benefit lasts until the marshal’s next turn, unless the marshal concentrates on maintaining the ability as a move action. Unlike similar abilities, creatures immune to critical hits or sneak attacks are not immune to this damage. A marshal may not use this ability if under any fear effect (although the marshal is immune to fear effects, the marshal may not use this ability if for some reason this immunity was bypassed) or demoralized, and allies that suffer any fear effect do not gain the benefit of this ability.
    Fearless (Ex): Marshals are immune to Fear.
    Grant Move Action (Ex): Once per day, as a standard action, he may grant an extra move action to any or all of his allies within 30 feet (but not to himself). Each of the affected allies takes this extra move action immediately, acting in their current initiative order. This extra action does not affect the allies' initiative count; the round continues normally after the marshal's turn is over.
    Commander's Uncanny Dodge (Ex): A marshal and all allies within 60 feet retain their Dexterity bonus to AC (if any) even if they are caught flat-footed or struck by an invisible attacker. However, the marshal or any of his allies still lose their Dexterity bonus to AC if immobilized. If the marshal is immobilized (held or paralyzed), this ability temporarily ceases functioning for all allies.
    Auras (Ex): A marshal can broadcast one minor, one major, and one greater aura at any given time. As a swift action, he can change what auras he is broadcasting. A marshal's aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies.
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    Minor Auras: These add one half the marshal's class level to the designated rolls.
    •Accurate Strike: Circumstance bonus on rolls made to confirm critical hits.
    •Maiming Strike: Morale bonus on damage rolls on a successful critical hit.
    •Toughened Soldiers: The marshal and his allies gain an increase in hit points equal to the amount of bonus the aura provides for as long as they remain in the aura. These hit points are treated as if gained from an increased Constitution score, and are not lost first as temporary hit points are.
    Major Aura: A major aura lets allies add the marshal's Intelligence to certain rolls:
    •Motivate Care: Dodge bonus to Armor Class.
    •Steady Hand: Circumstance bonus on ranged attack rolls.
    Greater Aura: A greater aura lets allies add a +1 to certain rolls.
    •Resilient Troops: Morale bonus to Armor Class and all saves.


    Just so you know, the Expert class used by the NPCs presented here gets bonus feats as per the PsyWar, but focusing on Skills, and they also have access to the following feat:
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    Skill Mastery
    PreReq: Skill Focus in the designated skill:
    Benefit: You may always take 10 with the selected skill, even when stress would dictate otherwise.
    Special: You cannot use this feat to take 10 with skills that do not allow you to take 10 normally.


    Darin, Dwain, and Delanor, CR 3
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    Humanoid (Reptillian, Dragonblooded) Expert
    Init +4; Senses darkvision; Listen +9, Spot +9
    Languages Draconic, Common, Undercommon
    - - - - - - - - - - - - - - - - - - - -
    AC 20 (+4 Armor, +4 Dex, +1 Size, +1 Natural), touch 15, flat-footed 16
    hp 23/23 (6 HD)
    Fort +2, Ref +6, Will +5
    - - - - - - - - - - - - - - - - - - - -
    Speed 30
    Ranged +10 Light Crossbow (1d6, 19-20/x2)
    Space 5 ft Reach 5 ft
    Base Atk +4 Grp -1
    Atk Options
    Special Action
    Spell-like Abilities
    - - - - - - - - - - - - - - - - - - - -
    Abilities Str 8, Dex 18, Con 10, Int 16, Wis 10, Cha 8
    Feats Point Blank Shot, Precise Shot, Rapid Reload, Stealthy, Skill Focus (Hide), Skill Mastery (Hide)
    Skills Hide +26, Move Silently +15, Balance +13, Jump +8,
    Possessions +1 Light Crossbows, Masterwork Chain Shirt, +1 Shield, 5 Potions of Cure Light Wounds, 3 Potions of Cure Moderate Wounds, 1 potion of Cure Serious Wounds
    - - - - - - - - - - - - - - - - - - - -
    Skill Mastery (Ex): When making a skill check withthe Hide skill, this character may take 10 even if stress and distractions would normally prevent her from doing so.

    Warriors gain the same PsyWar feat progression but can only take Fighter feats. They count as Fighters of their Class Level, -3.

    Daniel, Derrik, Debby, and Dyth, CR 3
    Spoiler
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    Humanoid (Reptillian, Dragonblooded) Warrior
    Init +4; Senses darkvision; Listen +9, Spot +9
    Languages Draconic, Common, Undercommon
    - - - - - - - - - - - - - - - - - - - -
    AC 26(+10 Armor, +4 Shield, +1 Size, +1 Natural), touch 15, flat-footed 26
    hp 42/42 (6 HD)
    Fort +5, Ref +2, Will +2
    - - - - - - - - - - - - - - - - - - - -
    Speed 20
    Melee +9 Heavy Pick (1d4, 20/x4)
    Space 5 ft Reach 5 ft
    Base Atk +6 Grp +4
    Atk Options
    Special Action
    Spell-like Abilities
    - - - - - - - - - - - - - - - - - - - -
    Abilities Str 14, Dex 10, Con 14, Int 10, Wis 10, Cha 8
    Feats Shield Specialization, Shield Ward, Improved Initiative, Shield Wall, Heavy Armor Optimization, Active Shield Defense
    Skills Intimidate +8
    Possessions +1 Full Plate, +1 Heavy Steel Shield, 5 Potions of Shield of Faith, 3 Potions of Bull's Strength, 1 Oil of Keen Edge
    - - - - - - - - - - - - - - - - - - - -


    Combat:
    Spoiler
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    This group has tactical sense! Be wary! They are intended as 'road side bandits' or similar, typically in wooded areas or in mountain passes, where the Crossbowmen can put their skills to good use. However, they can be adapted to suit an urban setting with ease.

    The Warriors will pair off, forming a defensive screen, blocking the way; in the center of this formation, Damien will demand a large toll or something else of value. Presumably, the PCs won't pay, but if they do, Damien will get greedy and signal the crossbows to open up.

    If the PCs don't pay (after all, it's just a bunch of kobolds!)
    Spoiler
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    Damien's warriors Charge forward, staying adjacent to one another, but generally just close into melee. They target big scary melee types first, and do more to lock them down by simply BEING THERE. They're the 'center' of the battle, and tend to wade right in, typically in pairs or trios as needed; they get +2 to (touch) AC just for being next to another shield using companion, and this makes them extremely tough nuts to crack with a total AC of 28.

    After the first round of combat, the Experts will send a volley of crossbow bolts after any mages in the party. Between them, they've got +12 on every knowledge check available, plus Spellcraft and Psicraft and can easily identify various classes with ease. If possible, they'll be hiding up in trees or on cliff sides, probably prone. This gives them some much needed AC, and with some luck, they'll be dealing some decent damage.

    Damien will maintain his auras, rallying his forces before moving up into melee alongside his warriors. If one of his warriors falls, the entire group will shift around to defend that one while Damien potions him up.


    If they DO pay (They're HEAVILY ARMORED kobolds...)
    Spoiler
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    This is the much easier route for the PCs, and can actually make the Kobolds back off. However, if Damien gets wind of sacks of treasure or anything of the sort, he'll trigger the ambush anyways; this time, however, he'll have the crossbowmen go first, pegging the 'party face' as best they can. After that, combat continues as normal.


    In either situation, if the Kobolds win, they'll stabilize the PCs, steal any shiny lookking loot, and flee, leaving behind a scroll, with a message written in Draconic.

    Spoiler
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    Dear Unfortunate Adventurers:
    My pesky little tribe has taken to doing stupid things in the pursuit of shinies for me. I'd return them, but... shinies. So, I ask that you forgive them and accept that they're being punished.

    -Arkanskus the Bronzed
    Last edited by NineThePuma; 2011-05-22 at 07:41 PM.

  29. - Top - End - #119
    Titan in the Playground
     
    Morph Bark's Avatar

    Join Date
    Oct 2008
    Location
    Freljord

    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    Quote Originally Posted by NineThePuma View Post
    Here comes something I didn't brew myself, but I want to see what happens when I put an awesome character into a mix of NPC classed individuals.
    Could be handy. Testing a support character might very well be better done with NPC-classed characters. Players are currently rather far from kobold territory though...


    Anyway, next session will be this Friday. I'm planning on luring my players into the Tunnel of Doom where they won't be able to get out of immediately. Got some traps ready, might need another monster or two and to equip a Good NPC related to one of the characters' backstories, a Swordsage.
    Last edited by Morph Bark; 2011-05-25 at 11:54 AM.
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    The Asobimashow thread |Homebrewer's Signature | Avatar by Strawberries

  30. - Top - End - #120
    Barbarian in the Playground
    Join Date
    Nov 2010

    Default Re: Homebrew Playtest Services, ho! Homebrew Playtest Services GO!

    Here's another spell-less Paladin variant, a Mindknight, a Paladin of one's own ideals.

    Spoiler
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    LG Xeph Mindknight

    {table=head]ECL|4|5|6
    Level|Paladin 4|Paladin 5|Paladin 6
    Strength|12|12|12
    Dexterity|14|14|14
    Constitution|13|13|13
    Intelligence|10|10|10
    Wisdom|8|8|8
    Charisma|16|16|16

    HP|26|33|39
    Speed|20 ft|20 ft|20 ft
    Initiative|+6|+6|+6
    AC//Touch//Flat|19//11//18|20//11//19|20//11//19
    Fort//Ref//Will|+9//+7//+4|+9//+7//+4|+10//+8//+5
    |+1 saves vs. powers, spells, and SLAs|+1 saves vs. powers, spells, and SLAs|+1 saves vs. powers, spells, and SLAs
    BaB|+4|+5|+6/+1
    Attack|Mwk Greatsword +3 melee (2d6+1/19-20)|Mwk Greatsword +7 melee (2d6+1/19-20)|Mwk Greatsword +8 melee (2d6+1/19-20)
    |Composite Longbow +6 ranged (1d8+1/x3)|Composite Longbow +7 ranged (1d8+1/x3)|Mwk Composite Longbow +9 ranged (1d8+1/x3)
    |---|---|Mwk Armor Spikes +8 melee (1d6+1)
    Full Attack|Mwk Greatsword +3 melee (2d6+1/19-20)|Mwk Greatsword +7 melee (2d6+1/19-20)|Mwk Greatsword +8/+3 melee (2d6+1/19-20)
    |Composite Longbow +6 ranged (1d8+1/x3)|Composite Longbow +7 ranged (1d8+1/x3)|Mwk Composite Longbow +9/+4 ranged (1d8+1/x3)
    |---|---|Mwk Armor Spikes +8/+3 melee (1d6+1)
    Power Points|10 (ML 4th)|12 (ML 5th)|15 (ML 6th)
    Powers Known|Force Screen|Force Screen|Force Screen
    ||Vigor|Vigor
    |||Biofeedback
    Mantles|Good (Primary; Expend psionic focus to deal +1d6 damage to a non-good creature)|Good (Primary; Expend psionic focus to deal +1d6 damage to a non-good creature)|Good (Primary; Expend psionic focus to deal +1d6 damage to a non-good creature)
    |Justice (Secondary; Expend psionic focus to make an attack of opportunity against a creature that attacks an ally)|Justice (Secondary; Expend psionic focus to make an attack of opportunity against a creature that attacks an ally)|Justice (Secondary; Expend psionic focus to make an attack of opportunity against a creature that attacks an ally)
    Substituted Powers|Good|Good|Good
    |+ Biofeedback (1), Vigor (1)|+ Biofeedback (1), Vigor (1)|+ Biofeedback (1), Vigor (1)
    |… and miscellaneous modifications of higher levels|… and miscellaneous modifications of higher levels|… and miscellaneous modifications of higher levels
    |Justice|Justice|Justice
    |+ Force Screen (1)|+ Force Screen (1)|+ Force Screen (1)
    |… and miscellaneous modifications of higher levels|… and miscellaneous modifications of higher levels|… and miscellaneous modifications of higher levels
    Special Abilities|Burst (3/day, +10')|Burst (3/day, +20')|Burst (3/day, +20')
    |Aligned Aura|Aligned Aura|Aura of Self
    |Detect Foe|Detect Foe|Detect Foe
    |Mantle (2 mantles)|Mantle (2 mantles)|Mantle (2 mantles)
    |Divine Grace|Divine Grace|Divine Grace
    |Empathic Touch (3/day, 4d10)|Empathic Touch (3/day, 5d10)|Empathic Touch (3/day, 5d10)
    |Idealized Health (2/day, 3d12 or 4)|Idealized Health (2/day, 3d12 or 5)|Idealized Health (2/day, 3d12 or 5)
    |Aura of Conviction|Aura of Conviction|Aura of Conviction
    |---|Charging Smite ACF|Charging Smite ACF
    |---|Smite Foe (1/day, +3/+5)|Smite Foe (1/day, +3/+6)
    |---|---|Mantled Focus (1 focus)
    Feats|1-Power Attack|1-Power Attack|1-Power Attack
    |3-Improved Initiative|3-Improved Initiative|3-Improved Initiative
    |---|---|6-Psionic Meditation
    Skills|Autohypnosis +6|Autohypnosis +7|Autohypnosis +8
    |Concentration +8|Concentration +9|Concentration +10
    Equipment|Mwk Greatsword|Mwk Greatsword|Mwk Greatsword
    |Mwk Full Plate|+1 Full Plate|+1 Full Plate
    |Composite Longbow (+1 Str)|Composite Longbow (+1 Str)|Mwk Composite Longbow (+1 Str)
    |Vest of Resistance +1|Vest of Resistance +1|Vest of Resistance +1
    |---|---|Mwk Armor Spikes
    |100gp|100gp|750gp[/table]



    By the way, how is the game coming along? Was Friday's session successful?
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