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  1. - Top - End - #1
    Bugbear in the Playground
    Join Date
    Nov 2010
    Location
    Vancouver BC Canada
    Gender
    Male

    Default [3.5] Flowdancer (Model V)

    Flowdancer Model V
    Stage: Pre-Alpha


    News: Oct 9 - Traps (6.6.2)


    This thread is under construction as I set up the structure, thanks for your patience.














    Index

    Spoiler
    Show
    1.X Introduction
    1.1 Rationale
    1.2 Game Information
    1.3 Disciplines

    2.X Maneuvers [Physical]

    3.X Maneuvers [Elements]

    4.X Maneuvers [Misc]

    5.X Maneuvers [Hybrids]

    6.X Character Options & Equipment
    6.1 Races
    6.2 Feats
    6.3 Skilltricks
    6.4 Weapons
    6.5 Armor
    6.6 Goods and Services
    6.7 Special Materials

    7.X Main Processing Draft
    7.1 Section I
    7.2 Section II
    7.3 Section III
    7.4 Section IV
    7.5 Section V

    8.X Sub-Processing and Information
    8.1 Section I
    8.2 Section II
    8.3 Section III
    8.4 History
    8.5 Credits and Mentions

    ▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬

    1.X Introduction

    1.1 Rationale

    1.2 Game Information

    {table=head]Level|BAB|Fort|Ref|Will|Maneuvers Known|Maneuvers Readied|Disciplines|Class Features

    1st|+0|+0|+2|+0|2|2|1|Grace +1

    2nd|+1|+0|+3|+0|3|3|1|

    3rd|+2|+1|+3|+1|4|3|1|Grace +2

    4th|+3|+1|+4|+1|5|4|1|Fluidity +10

    5th|+3|+1|+4|+1|6|5|2|

    6th|+4|+2|+5|+2|7|5|2|Grace +3

    7th|+5|+2|+5|+2|8|5|2|

    8th|+6/+1|+2|+6|+2|9|5|2|Fluidity +15

    9th|+6/+1|+3|+6|+3|10|5|3|Grace +4

    10th|+7/+2|+3|+7|+3|11|6|3|

    11th|+8/+3|+3|+7|+3|12|6|3|Fluidity +20

    12th|+9/+4|+4|+8|+4|13|7|3|Grace +5

    13th|+9/+4|+4|+8|+4|14|7|4|

    14th|+10/+5|+4|+9|+4|15|7|4|Fluidity +25

    15th|+11/+6/+1|+5|+9|+5|16|7|4|Grace +6

    16th|+12/+7/+2|+5|+10|+5|17|7|4|

    17th|+12/+7/+2|+5|+10|+5|18|7|5|Fluidity +30

    18th|+13/+8/+3|+6|+11|+6|19|7|5|Grace +7

    19th|+14/+9/+4|+6|+11|+6|20|7|5|

    20th|+15/+10/+5|+6|+12|+6|20|8|5|Ascention

    [/table]

    Grace (Ex)
    Starting at first level Flowdancers gain the feat Weapon Finesse as well as a bonus to all physical and movement based skill and stability checks including: opposed grapple checks, checks to resist trips and bull rush, balance, climb, escape artist, hide, jump, move silently, ride, slight of hand, and swim skill checks as well as survival, perform and profession skill checks when applicable.

    (^Under Construction Code A01^)


    1.3 Disciplines

    1.3.1 Physical Disciplines

    Empty Palm

    Fool's Revel

    Hanging Spider

    Riddle of Steel

    Twin Mask

    Way of Wholeness

    1.3.2 Element Disciplines

    Dancing Flame

    Dunesong

    Mountain Current

    Nature's Blessing

    Twisting Shroud

    Shadowless Sun

    Spirited Nimbus

    Water's Ebb

    1.3.2 Misc Disciplines

    Ancient Memory

    Cycle of Eternity

    Fortune's Folly

    Sublime Chord

    Waking Dream

    Worldpulse


    1.3.2 Hybrid Disciplines

    1.3.3 Supported Disciplines

    Dancing Leaf
    Scarlet Rose
    Coin's Edge
    Chthonic Serpent
    Fool's Grip
    Disciple of Lost Lyrics
    Scarlet Bravura

    Setting Sun
    Shadow Hand Disciplines
    White Raven
    Last edited by Hanuman; 2012-01-05 at 04:45 AM.

  2. - Top - End - #2
    Bugbear in the Playground
    Join Date
    Nov 2010
    Location
    Vancouver BC Canada
    Gender
    Male

    Default [3.5] Flowdancer (Model V) - Maneuvers [Physical]

    2.X Maneuvers [Physical]

    {table=head]Level|Empty Palm|Fool's Revel|Hanging Spider|Riddle of Steel|Twin Mask|Way of Wholeness

    1st|
    +
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    2st|
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    3st|
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    4st|
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    5st|
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    6st|
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    7st|
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    8st|
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    9st|
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    |[/table]


    Empty Palm

    Fool's Revel

    Hanging Spider

    Riddle of Steel

    Twin Mask

    Way of Wholeness
    Last edited by Hanuman; 2011-09-20 at 05:17 PM.

  3. - Top - End - #3
    Bugbear in the Playground
    Join Date
    Nov 2010
    Location
    Vancouver BC Canada
    Gender
    Male

    Default [3.5] Flowdancer (Model V) - Maneuvers [Elements]

    3.X Maneuvers [Elements]

    {table=head]Level|Dancing Flame|Dunesong|Mountain Current|Nature's Blessing|Twisting Shroud|Shadowless Sun|Spirited Nimbus|Water's Ebb

    1st|
    +
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    2st|
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    3st|
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    4st|
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    5st|
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    6st|
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    7st|
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    8st|
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    9st|
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    |[/table]

    Dancing Flame

    Dunesong

    Mountain Current

    Nature's Blessing

    Twisting Shroud

    Shadowless Sun

    Spirited Nimbus

    Water's Ebb
    Last edited by Hanuman; 2011-09-20 at 05:35 PM.

  4. - Top - End - #4
    Bugbear in the Playground
    Join Date
    Nov 2010
    Location
    Vancouver BC Canada
    Gender
    Male

    Default [3.5] Flowdancer (Model V) - Maneuvers [Misc]

    4.X Maneuvers [Misc]

    {table=head]Level|Ancient Memory|Cycle of Eternity|Fortune's Folly|Sublime Chord|Waking Dream|Worldpulse

    1st|
    +
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    2st|
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    3st|
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    4st|
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    5st|
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    6st|
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    7st|
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    8st|
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    9st|
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    |[/table]


    Ancient Memory

    Cycle of Eternity

    Fortune's Folly

    Sublime Chord

    Waking Dream

    Worldpulse
    Last edited by Hanuman; 2011-09-20 at 05:23 PM.

  5. - Top - End - #5
    Bugbear in the Playground
    Join Date
    Nov 2010
    Location
    Vancouver BC Canada
    Gender
    Male

    Default [3.5] Flowdancer (Model V) Maneuvers [Hybrids]

    5.X Maneuvers [Hybrids]
    Last edited by Hanuman; 2011-09-20 at 12:26 PM.

  6. - Top - End - #6
    Bugbear in the Playground
    Join Date
    Nov 2010
    Location
    Vancouver BC Canada
    Gender
    Male

    Default [3.5] Flowdancer (Model V) - Character Options & Equipment

    6.X Character Options & Equipment

    6.1 Races

    Uncanny
    Spoiler
    Show

    • +2 Charisma +2 Constitution -2 Wisdom -2 Intelligence
    • Construct (Living Construct)
    • Medium
    • Uncanny base land speed is 30 feet.
    • Immunity to sleep effects, paralysis, disease, nausea, fatigue, exhaustion, sickness and energy drain.
    • Does not need to sleep, eat, breathe or rest.
    • Healing effects only heal Uncanny for half their normal amount, repairing effects heal Uncanny normally.
    • Does not heal naturally.
    • Cannot wear armor.
    • Favored Class: Bard

    Destiny of Ruin (Ex): Uncanny have a racial -10 to all skills to fabricate, repair or otherwise materially better their situation.

    Light Fortification (Ex): When a critical hit effects an Uncanny, they have a 25% chance of treating it as a non-critical.

    Heart of the City (Ex): You have a racial +2 to performance checks and can choose from the following traits:
    -Born of Movement: Gain DR2 vs bludgeoning damage and and treat falls as if they were 10í shorter.
    -Born of Sound: Gain +4 to listen checks and gain a +5 bonus to 3 musical perform checks per day.
    -Born of Masks: Gain +4 to sense motive checks and a +5 bonus to 3 acting or comedy checks per day.

    Once great cities littered these kingdoms, filled with happiness and prosperity, but now they have all fallen to ruin and the Uncanny wander as lost relics of an age long forgotten.

    Uncanny are constructs designed to entertain the people of the cities that built them, once they entertained squares, courtyards and markets with their dance, music and theater but now dwell in ruins of their cities, slowly falling into disrepair.

    Monster Entry
    Spoiler
    Show
    Spoiler
    Show

    Textless Image

    This page is part of the Flowdancer Project


    ▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬

    Uncanny

    <Medium> <Living Construct (Default: Aristocrat 1)>
    HD 1d8+1 (9)
    Initiative: +0
    Speed: 30 (6 squares)
    Armor Class: (10), touch 10, flat-footed 10
    Base Attack/Grapple: +0/+0
    Attack: +0
    Full Attack: +0
    Space/Reach: 5'
    Special Attacks: None
    Special Qualities: See Below
    Saves: Fort +1, Ref +0, Will +2
    Abilities: Str 10, Dex 10, Con 12, Int 8, Wis 8, Cha 12
    Skills: Perform (All) +5, Knowledge (Royalty) +3, Knowledge (Local) +3
    Feats: Versatile Performer
    Environment: Ruins, Urban
    Organization: Solitary
    Challenge Rating: 1/4
    Treasure: Random
    Alignment: Varies
    Advancement: None
    Level Adjustment: +0

    Combat
    Uncanny prefer to run than fight, but if forced to fight they use whatever skills they observed during their time performing.

    ▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬

    Destiny of Ruin (Ex): Uncanny have a racial -10 to all skills to fabricate, repair or otherwise materially better their situation.

    Light Fortification (Ex): When a critical hit effects an Uncanny, they have a 25% chance of treating it as a non-critical.

    Heart of the City (Ex): Uncanny have a racial +2 to performance checks and have one of the following traits:
    -Born of Movement: Gain DR2 vs bludgeoning damage and and treat falls as if they were 10í shorter.
    -Born of Sound: Gain +4 to listen checks and gain a +5 bonus to 3 musical perform checks per day.
    -Born of Masks: Gain +4 to sense motive checks and a +5 bonus to 3 acting or comedy checks per day.

    ▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬

    Once great cities littered these kingdoms, filled with happiness and prosperity, but now they have all fallen to ruin and the Uncanny wander as lost relics of an age long forgotten.

    Uncanny are constructs designed to perform for the people of the cities that built them, once they entertained squares, courtyards and markets with their dance, music and theater but now dwell in ruins of their cities, slowly falling into disrepair.


    ▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬

    6.2 Feats

    6.3 Skilltricks

    6.4 Weapons

    6.5 Armor

    6.6 Goods and Services

    6.6.1 Clothing

    6.6.2 Traps

    Spoiler
    Show


    Combat Traps
    • Each combat trap covers a 5' square, this square activates the trap whether it's Static (Passive) or Trigger (One time activation).
    • Trigger traps have a proximity activation of 0'.
    • Setting a static trap requires 10 partial actions that may be taken at any time.
    • Setting a Trigger trap requires 2 full round actions and requires concentration. On completion this trap you may take a free 5' step out of the square. A failed concentration check triggers the traps effect with you in the square.
    • It takes a DC0 spot check to recognize these traps, but a user may use a single disguise check to change this spot DC so that it is equal to the disguise check result. Each +1 DC you raise it by takes an additional partial action.
    • Up to 4 creatures can contribute partial actions to creating a static trap or aid in concentration checks for a Trigger trap. Failed aids in concentration trigger the trap.



    Barbs - 2gp - Static
    Hammer 2-way sharp piton spikes into the ground creating permanent caltrops.
    Requires a hammer and a 1sp hammer sink.


    Dust - 20GP - Trigger
    Create a pressurized bladder of air and dust that pops open.
    Dust blinds creatures for 1d4 rounds (Fort DC 10+1/2 Ranks in craft + Int).


    Flame - 100gp - Trigger
    Create an alchemical fire trap dealing 1d6 fire damage (Reflex DC 10+1/2 Ranks in craft + Int). You may add +1d6 fire damage to this trap for each 100g you spend.


    Mine - 50gp + ? - Trigger
    Mines can be set with a single alchemical item that requires an attack roll to activate (eg. Tanglefoot Bag, Holy Water). Mines attack with the item at +0 and add your ranks in craft to their attack roll.


    Piercing - 5g - Static
    Fill an area with long hazardous spikes, that changes the area to have the following qualities:
    Moving through this area is extremely difficult, a creature may move half speed but if a creature is bullrushed, moves full speed or tumbles they are immediately attacked by the spikes for +0 (1d4 piercing), if a creature falls onto the spikes either by jumping, falling prone or off a ledge they are attacked by the spikes for +5 for each 10' fallen (maximum +10, minimum +0) (1d4 + 1 piercing damage for each 10' fallen). Ex. a creature falling 20' onto these spikes would be attacked for +10 1d4+2 piercing damage.


    Smoke - 50g - Trigger
    Creates a 5' cube of smoke, this smoke trails up to 20' away depending on wind. This smoke obscures vision and forces concentration checks within it's effected area of DC 10+1/2 Ranks in craft + Int). This smoke lasts a number of rounds equal to your ranks in craft.


    Snare - 25g - Trigger
    Attacks foe with a (+0 + ranks in craft) touch attack, if it hits the creature is entangled (DC15 strength check), the trap has 10 hit points and a hardness of 0. Until the foe is no longer entangled it cannot move out of the square.


    Spike - 75g - Trigger
    Spines explode out of the ground knocking foes down. These spikes attack with a +0 + your ranks in craft attack roll, if it hits it deals 1 piercing damage and they gain a caltrop wound and must make a (Fort DC 10+1/2 Ranks in craft + Int) or be knocked prone.


    Urchin - 80g - Trigger
    This trap explodes sending spines outwards, all creatures within a 15' spread must make a (Reflex DC 8+1/2 Ranks in craft + Int) or take 1d6 piercing damage.



    6.7 Special Materials
    Last edited by Hanuman; 2011-10-10 at 05:15 AM.

  7. - Top - End - #7
    Bugbear in the Playground
    Join Date
    Nov 2010
    Location
    Vancouver BC Canada
    Gender
    Male

    Default [3.5] Flowdancer (Model V) - Main Processing Draft

    7.X Main Processing Draft

    7.1 Section I

    7.1.1 Physical Disciplines
    Spoiler
    Show


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

    Empty Palm - Str, Dex, Wis / Will

    Archetypes: Yang Chengfu, Cheng Man-ch'ing, Grandmaster Oogway, Yoda
    Theme: Meditation, Relaxation, Taoism, Neutrality, Defense, Mitigation, Touch
    Alignment: TN
    Saying: "Invest in loss. When you find success without effort, that is true strength."

    Maneuver Concepts:
    Tai ChI Chaun (Yang/Chen), Xing Yi Quan, Bagua, Qigong, Systema


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


    Fool's Revel - Dex, Con, Cha / Reflex

    Archetypes: Ty Lee, Dee Dee, Aladdin, Tira, Peppita Rossetti
    Theme: Circus, Scoundrel, Slapstick, Acrobat, Exotic

    Maneuver Concepts:
    Enemies attack and grapple each other, dance, juggle, tricks, daggers, exotic weapons.

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


    Hanging Spider - Str, Dex, Con / Fortitude
    Archetypes: Robin, Kai of Brunnen G, Spiderman, Indiana Jones

    Maneuver Concepts:
    Tethers and lines, acrobatics, entangle and pins, stealth surprise and aerials.


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


    Riddle of Steel - Str, Dex, Con / Fortitude
    Archetypes: Warrior

    Maneuver concepts:
    Weapons, shields, adrenaline, moral, command and strength.


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


    Twin Mask - Int, Wis, Cha / Will
    Archetypes:

    Maneuver concepts:
    Social, misdirection, confusion, subversion, intimidation, diplomacy, buffoonery.


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


    Way of Wholeness - Str,, Dex, Con, Wis / Fort,Ref,Wis
    Archetypes: Sun Wukong, Master Roshi

    Maneuver concepts:
    Kung fu (All roots), Capoeira Angola, Chin Na, Qigong,

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



    7.1.2 Element Disciplines
    Spoiler
    Show


    Dancing Flame - Dex. Int, Cha
    Archetype: Fire
    Damage - Fire, Physical, Burn, Nonlethal
    Buff-
    Debuff - Set on Fire, Knockdown, Heat, Terrain, Fear

    Dunesong - Con, Wis, Cha
    Archetype: Earth
    Damage - Physical, Strength, Force, Nonlethal
    Buff-
    Debuff - Knockdown, Ward, Blind, Terrain, Grapple, Slow

    Spirited Nimbus - Dex, Con, Cha
    Archetype: Air/Lightning
    Damage - Lighting, Cold, Physical, Nonlethal
    Buff-
    Debuff - Knockdown, Push, Blind, Sunder, Dex, Stun

    Water's Ebb - Str, Dex, Con, Int, Wis, Cha
    Archetype: Water
    Damage - Cold, Physical, Nonlethal
    Buff-
    Debuff - Suffocation, Slow, Grapple, Knockdown, Push, Terrain

    Mountain Current - Con, Wis, Cha
    Archetype: Metal/Crystal
    Damage - Physical, Force
    Buff-
    Debuff - Knockdown, Pin, Push, Disarm

    Nature's Blessing - Con, Wis, Cha
    Archetype: Wood/Animal/Nature
    Option: Gain the feat Animal Friends (Races of Faerune), except you may replace the friends after 24 hours.
    Notes-- Option: On leveling up you may instead of learning a single new maneuver gain a single HD towards your Animal Friend pool, this bonus cannot exceed your Grace modifier.

    Twisting Shroud - Dex, Int, Cha
    Archetype: Darkness

    Shadowless Sun - Int, Wis, Cha
    Archetype: Light/Heat/Healing



    7.1.3 Misc Disciplines
    Spoiler
    Show

    Ancient Memory - Con, Wis, Cha

    Cycle of Eternity - Int, Wis, Cha

    Fortune's Folly - Int, Wis, Cha

    3d6 Rolls and Luck Pool

    Maneuver Concepts:
    Gain luck passively and drain luck from enemies transferring it into a luck point pool which you may transfer to allies, providing a self/ally buff and debuffer role.

    Sublime Chord - Int, Wis, Cha

    Waking Dream - Int, Wis, Cha
    Archetypes: Mesmer

    Worldpulse - Int, Wis, Cha

    Abilities:
    Save: Will

    Total Maneuver Stat Balance Str5/Dex8/Con9/Int8/Wis13/Cha14


    7.2 Section II

    Maneuver Image Database Information:
    Current Maneuver List: 2,100
    Stage 1 Processing: 900
    Stage 2 Processing: Unknown
    Stage 3 Processing: Unknown
    Published: 9

    7.3 Section III

    7.4 Section IV

    7.5 Section V
    Last edited by Hanuman; 2011-10-15 at 01:12 PM.

  8. - Top - End - #8
    Bugbear in the Playground
    Join Date
    Nov 2010
    Location
    Vancouver BC Canada
    Gender
    Male

    Default [3.5] Flowdancer (Model V) - Sub-Processing and Information

    8.X Sub-Processing and Information

    8.1 Section I

    Dancing Flame

    Dunesong

    Water's Ebb

    Hanging Spider

    Riddle of Steel

    Mountain Current

    Nature's Blessing

    Shadowless Sun

    Ancient Memory

    Waking Dream

    Twisting Shroud

    Twin Mask

    Spoiler
    Show


    Enchanting Dance / Stance 4
    Allows you to use maneuvers that cause supernatural compulsions.
    These abilities can only be used only if you are wearing light armor or no armor and carrying no more than a light load.

    You must concentrate each round to maintain a dance maneuver using Enchanting Dance.

    The save DC for your enchanting dance effect is 10 + Grace + your Cha modifier.

    A creature canít be affected again by your enchanting dance effect for 24 hours whether or not it succeeds on the saving throw.


    Beguiling Dance / Boost 4



    By using a standard action you may produce a supernatural compulsion while in Enchanting Dance, you may maintain this boost through concentration.

    All creatures you wish who observe you within 30' make a will save or become dazed for 1 round, when readied it allows you to use Fascinate (Su), as the bard ability.


    Wearying Dance / Boost 5



    By using a standard action you may produce a supernatural compulsion while in Enchanting Dance.
    All enemies within 30 feet who can see you must succeed on a Will save or be fatigued for as long as you maintain the dance. Creatures failing this save that are already fatigued become exhausted.

    When readied you gain a +2 insight bonus to demoralize foes or remove any positive moral bonuses that you could otherwise attempt to remove.


    Frightful Dance / Boost 6



    By using a standard action you may produce a supernatural compulsion while in Enchanting Dance.

    All enemies within 30 feet who can see you must succeed on a Will save or be shaken for as long as you maintain the dance.
    Creatures failing this save that are already shaken become frightened, and those that are already frightened become panicked.

    When readied you gain a +2 insight bonus to disguise and intimidate.






    8.2 Section II

    Media Center



    8.3 Section III

    New Gameplay Mechanics

    Spoiler
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    Heart of Sand Scaled Maneuvers
    This one is tricky, Heart of sand uses the carrying capacity chart which going up through effect the more you have in an attribute, the worry is an unbalanced character (high wisdom) will be able to abuse this effect.

    Resurrection
    This ones really tricky, I want flowdancers to be able to resurrect mid-combat by using readied maneuvers, and not only that but I want this to work in several different ways.

    This means that bringing the dead back must happen fairly quick (I've placed this at 10 rounds), but there's obvious balance issued for having a maneuver that can pretty much instantly resurrect an ally without using a spell.

    To start, the corpse must be very fresh (within 10 rounds), forcing the flowdancer who chooses the maneuver to focus on the corpse, splitting attention away from the fight.

    Secondly, it must be highly distracting and easy to counter, it should be about as easy to counter this "combat res" as it is to coup de gras a dying creature.

    Thirdly, it must drain the same (if not more) funds/XP from all parties involved.

    Lastly, the creature cannot be restored to full combat capability, this means no full HP/vitality (currently set between 10% and 70%), and a large if not total loss of prepared spells/PP/maneuvers, ect. This is about saving lives to make the game run more smoothly and turning the tide of battle from offense to failed offense to defense (rally) then back to offense.

    Wards
    Wards are 30' circles of protective or punishing effects that generally last for 1/GM rounds, they provide incentive for friendly creatures to stay within them and for foes to keep out, generating battlefield control.

    The maneuvers introduced provide a huge variety of Buffs and Debuffs, far surpassing the standard amount, to mark a few:

    Buffs:
    Vows
    Wells
    Wards
    Spirits
    Nature Rituals




    Debuffs:
    Blinded
    Dazed
    Silenced (Both only vocals and total sound)
    Poisons
    Diseases
    All ability damages
    Bleeding
    Setting foes on fire
    Base speed limitations
    Sundering foes armor
    Mind compulsions, charms,
    Damage over time
    Knockdowns
    Terrain debuffs
    Shutdowns of skills, maneuvers, powers, feats, spells
    Punishing effects
    BAB/number of attack debuffs
    Interruption/concentration forcers
    Damage mitigation
    Removing PP and spell slots
    Dispelling
    Changing the properties of spells and powers
    Fear effects
    Lowering all saves
    Disabling class features or magical effects both (Ex) and (Su)
    Inaccuracy
    Battlefield control, pushing, pinning, disarming, moving, and generally physically shutting down foes.
    Caltrop-like effects
    Grappling-like effects
    ------------------------------------
    Deep Wound

    Deep Wound is always applied with a starting pool of constitution damage, this pool takes priority when recovering from ability damage. (Example: Deep Wound 1 applies 1 constitution damage.)
    When deep wound has a pool value of 0 deep wound is removed, additional applications of deep wound add to this pool but regular constitution damage does not.

    Deep wound applies a fixed 20% reduction of the creature's current and maximum hit points until it is removed.

    Deep wound only effects those who have constitution scores and are vulnerable to critical strikes.
    ------------------------------------
    Crippled

    Crippled is always applied with a starting pool, this pool by default is based on the amount of damage that caused the cripple.
    The value of the pool that's based on damage is healed equally with hit point regain from any source, any value that's not caused by damage does not diminish in this way.
    Cripple haves your base speed until the pool reaches 0, in which case it's removed.
    Additional sources of cripple add to the pool.
    ------------------------------------

    Tethered
    -A tethered creature is one who is attached to a tether. A tether can be initiated through a disarm attempt on a limb of the opponent, a successful disarm tethers the opponent.
    -A tether that is held by another creature can be used to grapple or aid the tethered creature.
    -Tethers come in 2 forms: Tangles and Binds, Tangles are the default tether and are mainly caused by disarm checks, Binds are usually created through a device, spell or a use rope check.
    -A foe may resist being tethered, depending on the type:
    --Tangles can be undone by winning a grapple check and then attempting a free strength or escape artist check vs. the original disarm check,

    Rules on Tether Grappling:
    -A tethered opponent is already "grabbed", so as long as you hold the other end you are considered tethered to it. This allows you to bypass the attack of opportunity and the grab stages.
    -As part of a disarm attempt made to tether an opponent you can take a free action to grapple them through the tether.
    -Unlike regular grappling you may not damage them as if with an unarmed strike unless otherwise stated.
    -The normal size restriction for foes larger than you does not apply to tethered grappling.
    -To maintain a tethered grapple you do not have to move into their space.
    -Tethered grappling does not prevent attacks of opportunity from your tethered opponent.
    -Grappling an arm using a tether disables thar arm, a foe may not use a melee weapon with it against opponents.
    -Grappling a leg allows you to make trip attempt, and another trip attempt as a free action if they try and stand. While a foe is prone you gain a +4 attempts to grapple them through the tether.
    -Slack: A grappling foe may produce "slack", this can be done by moving 5' towards the source of the tether, all slack may be negated at the beginning of whoever is voluntarily maintaining the tethers turn. If you are tethered but are not tangled nor bound you may cause slack at any time without losing tension but take a -4 to grapple checks through the tether until the end of the round.
    -Instead of pinning an opponent, you may use a trip attempt via. leg tether to make them fall prone, when they are prone you may move them at 1/2 your speed towards yourself by winning an opposed grapple check.

    -Multiple tethers can be established on any number of opponents, but each opponent only adds +2 and use individual disarm checks for tangles, otherwise its treated as if only one grapple is being made per round (effecting all limbs tethered), using the highest grapple check.

    ---------
    You may use your tether to aid another in moving in your direction, if you are moving faster you may be treated as dragging them for 1 round, they gain +5' to their base speed but you may only move as fast as they do.
    You may also assist skill checks means to move towards you by +2 if you consider yourself carrying half their weight.
    If a tethered creature is falling you may use a tether to catch them, they are treated as 1 + 1(for every 10' dropped) times heavier, if they are too heavy for you to lift you may slide 10' towards a ledge the dropped off of to negate 10' of their falling, if you are still not able to lift them by the time you reach the ledge you may let go to prevent sliding off. If carrying someone while climbing every load you go past light (light-medium-heavy-drag) adds +10 to your climb DC if not secured to the surface.



    New World Mechanics

    Spoiler
    Show

    The Aether
    This is an overlapping realm on the material (and varied other planes). The Aether has the same substance limitation (cannot move through objects location on the material plane) but instead speeds you up within it.
    Because of the limitations of the plan you can only exist within it for 1 round, while in it the round doesn't actually count towards your allotment in the encounter but acts as a free one. You cannot use objects, while weight isn't actually heavier you are treated as having a x3 factor on your carry capacity and armor penalty due to the extreme force needed to move objects within the plane. You cannot cast spells as the weave does not exist in the aether and acts as an anti-magic field because of it. You may attack but all matter and energy is treated as having a hardness of adamantine and a DR50/Time due to matter moving slowly all inertia is amplified. There is very little light in the aether, as more light would burn you if you ran through it.
    Using the aether is referred to as Blinking, Shadowstepping, Hopping or Warping.


    The Pulse
    The Pulse is an obscure obsession of some cultures in the realm, it follows the idea that all the planes are connected in some sort of rhythm which can be monitored, recorded and predicted through knowledge alone. From the smallest of creatures to the largest of cosmos followers of the pulse delve into the mysteries and try to uncover the cycles within.



    8.4 History

    8.5 Credits and Mentions
    Last edited by Hanuman; 2011-10-14 at 05:24 AM.

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    Default Re: [3.5] Flowdancer (Model V)

    As a heads up, general forum etiquette (especially when you already have a thread on the same topic on the main page) is to make sure you have the content to fill in when you put up the thread. Currently, for example, this thread is just occupying space and there's nothing anyone can really contribute to it.

    Irregardless, I hope this model has some pretty big changes, although I can't hold my breath to much: I still think you're trying to cram way to many completely differing options into a single class. What you've laid out in concept is closer to a whole new SYSTEM than it is to one base class.

    Ingredients

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    Instructions

    Pour Djinn and tonic water into a glass filled with ice cubes. Stir well. Garnish with lime wedge. Serve.

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    Default Re: [3.5] Flowdancer (Model V)

    Quote Originally Posted by Djinn_in_Tonic View Post
    As a heads up, general forum etiquette (especially when you already have a thread on the same topic on the main page) is to make sure you have the content to fill in when you put up the thread. Currently, for example, this thread is just occupying space and there's nothing anyone can really contribute to it.

    Irregardless, I hope this model has some pretty big changes, although I can't hold my breath to much: I still think you're trying to cram way to many completely differing options into a single class. What you've laid out in concept is closer to a whole new SYSTEM than it is to one base class.
    Pre-posting the thread was more about my personal convenience, as to not have to translate from site to text to site, other than that I wanted to set up the structure in BB code and experiment with it in preview, this makes things look crisp and tidy as they come out, which was one of the biggest shortcomings of model IV.

    A little look around model V will show that there's now a designated processing section, anything outside this section is considered playable content even if incomplete, this will make up for the incoherent placings of the last thread (which was essentially a big notepad).

    This model's goal is to create a raw text copy and the phase that into a graphically stylized copy, which is either going to follow the format below or be moved into Model VI.

    ----------------
    1.x Book
    1.x Raw (In Spoilers)

    2.x Book
    2.x Raw (In Spoilers)

    3.x Book
    3.x Raw (In Spoilers)

    4.x Book
    4.x Raw (In Spoilers)

    5.x Book
    5.x Raw (In Spoilers)

    6.x, 8.x Book
    6.x Raw (In Spoilers)

    7.x Raw
    8.x Raw
    ----------------

    Book refers to post-stylize finishing where the content is moved to images and transferred to PDF format as the actual perimeter of the content is enough to fill it's own sourcebook.
    Last edited by Hanuman; 2011-09-20 at 05:33 PM.

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    Default Re: [3.5] Flowdancer (Model V)

    Quote Originally Posted by Hanuman View Post
    Pre-posting the thread was more about my personal convenience, as to not have to translate from site to text to site, other than that I wanted to set up the structure in BB code and experiment with it in preview, this makes things look crisp and tidy as they come out, which was one of the biggest shortcomings of model IV.
    Understood. The last one was difficult to fathom at times.

    This model's goal is to create a raw text copy and then phase that into a graphically stylized copy, which is either going to follow the format below or be moved into Model VI.
    Here's where I'm confused...have you actually altered the class at all? If not, why the change in "Model?" Do you expect comments and critique, or are you just using the forums as a giant notepad to transition into a graphical presentation?

    Class-Related Comments: I'm still confused as to the decision to make a single class out of this. By your own definition in the last thread:

    Quote Originally Posted by Hanuman
    The Flowdancer is a master of movement, conjuration, alteration, divination, mitigation, combat, elements, time, mind, gravity, sound, energy, fludity, chaos and order, shadow and light. In essence, physics and matter manipulation stemming from her own physical movement.

    The choices are endless, but the flavors revolve around north and southeastern martial arts, circus and dance, music, weapon form, weapon dance and real life dervishes, and due to popularity some professions from the game Guild Wars, a minmaxing build-based sandbox MMO released years ago, and while I'm planning to import around 800-1000 maneuvers from it, it's not the focus of flavor.

    This class, as most homebrew tends to be, is around what I enjoy or find interesting and in real life I'm a professional fire performer, musician, martial artist, turning performance volunteer and circus performer (as well as physiology/anatomy/medicine student going into the military as med tech//field med -- going to work in that later which is funneled into int), so most of this kind of circles around my life and interests-- the actual flavor has been left blank because the main purpose of this project was to provide maximum choice...
    I've taken the liberty of emphasizing many of the things you stated gave inspiration for and/or were the focus of the class. Note that many of these have no relation to each other at all. That's not a bad thing for you (good on you for doing so many things! ), but it's not a good thing for class design.

    The issue with cramming this into a single class is that it feels incredibly bloated. The Chameleon and the Factotum have the "do everything" angle covered, and both cover it well (because they do it simply and without requiring thousands of choices and/or extra rules for everything). D&D, however, isn't a system for a single class of infinite variety, especially when you try to apply standardized class features onto something with that much variety. Your goal seems to aim for a class versatile enough to build any concept out of, but all that really becomes is a generic, class-less system.

    In short, in D&D 3.5e (and 4e, but that's neither here nor there), the Base Class concept exists to define an approximate character role. As you seem to be envisioning it, the Flowdancer appears to do the opposite, which runs contrary to D&D 3.5e and all its class conventions. While this isn't bad per se, it does mean that to accomplish that you'd need to do away with all the standardized abilities that detract from freedom of choice...which in this case means any non-selectable, non-generic class abilities (such as the dance, disguise, and other themed class features). Doing away with those weakens the class concept in turn, until you're left with either a bunch of generic class features from which you assemble a blank-slate class, or you're left with an overly bloated class concept that carries around far more options than it will ever need.

    Alternatively, you might want to consider more (and thus more narrowly conceptualized) classes in this project. Trying to cram all of this into one class isn't a good idea, in my opinion. You'll end up working at cross purposes. Further, one of the worst things a class can do is to be overly complicated: a number of players disdain Wizards and Sorcerers due to the time and effort it takes to assemble their spell-lists and keep track of everything, and sorting through even more options (for a class which can, conceivably, cover any role in almost any fashion) seems incredibly daunting even to a veteran player like myself.
    Last edited by Djinn_in_Tonic; 2011-09-20 at 06:18 PM.

    Ingredients

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    Instructions

    Pour Djinn and tonic water into a glass filled with ice cubes. Stir well. Garnish with lime wedge. Serve.

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    Default Re: [3.5] Flowdancer (Model V)

    Quote Originally Posted by Djinn_in_Tonic View Post
    Here's where I'm confused...have you actually altered the class at all? If not, why the change in "Model?"
    Model means a fundamental change in the class, and how it works, it's gone from having no system and has drifted to something parallel to ToB in model V.

    If there is a model VI it will likely be as a re-released due to a PDF format for download as a finished product.

    Quote Originally Posted by Djinn_in_Tonic View Post
    Class-Related Comments: I'm still confused as to the decision to make a single class out of this. --many of these have no relation to each other at all. That's not a bad thing for you (good on you for doing so many things! ), but it's not a good thing for class design.

    Your goal seems to aim for a class versatile enough to build any concept out of, but all that really becomes is a generic, class-less system.

    In short, in D&D 3.5e (and 4e, but that's neither here nor there), the Base Class concept exists to define an approximate character role. As you seem to be envisioning it, the Flowdancer appears to do the opposite, which runs contrary to D&D 3.5e and all its class conventions. While this isn't bad per se, it does mean that to accomplish that you'd need to do away with all the standardized abilities that detract from freedom of choice...which in this case means any non-selectable, non-generic class abilities (such as the dance, disguise, and other themed class features). Doing away with those weakens the class concept in turn, until you're left with either a bunch of generic class features from which you assemble a blank-slate class, or you're left with an overly bloated class concept that carries around far more options than it will ever need.

    Alternatively, you might want to consider more (and thus more narrowly conceptualized) classes in this project. Trying to cram all of this into one class isn't a good idea, in my opinion. You'll end up working at cross purposes. Further, one of the worst things a class can do is to be overly complicated: a number of players disdain Wizards and Sorcerers due to the time and effort it takes to assemble their spell-lists and keep track of everything, and sorting through even more options (for a class which can, conceivably, cover any role in almost any fashion) seems incredibly daunting even to a veteran player like myself.
    Well, that's a very valid point.

    As far as I see it, different base classes do have the convention of running with the role mainly due to a few things:

    Array Preference, Core Mechanic, Magic/Saves/HD/Skillpoint/Skills balance

    Now, let's consider that the flowdancer gains 5 disciplines (you can pick from the 20+ provided in the flowdancer source material, 8+ from the supported forum source material and 9 from the tome of battle, these are going to be termed "Supported Disciplines")
    Supported Disciplines add a class feature each to the flowdancer (possibly hybrid abilities for more than one as there are plans to expand disciplines into Hybrid Disciplines opening up even more specific options, but we'll see how far that goes), this makes up the class features and flavors the character contextually with the maneuvers provided.
    Supported Disciplines are split into a few stats each, I'm planning to give them about a 3 attribute split and will be varied among the source material.
    Because of both the varied class features, and that the matching features fit the maneuvers and the array of the split, the Array Preference balance is dealt with.
    The class feature provides a smaller core mechanic rather than a large one, these are planned to provide a substantial effect on the player. This takes care of core mechanic.
    The balance of magical(or utility) weighed with saves, total hit point and raw damage pool or mitigation, skills/bonuses/skilltricks/skillbalances are all dealt with by preference of the creator as well.

    This is not about being able to create a ToB T1 or T2 character, this is more about creating a character who has the maximum amount of dynamic ability.

    Wizard, Ozodrin, these are classes people enjoy because a wizard can learn dozens of spells and change them, an ozodrin is spore + dnd, and a flowdancer, a flowdancer is 35 ToB flavors in one, and you get to add on a new flavor depending on whatever your in the mood for when the time comes, instead of re-making the character or being forced to multi-class into something weaker than the whole.

    Now, I totally understand that to an experienced player-- ESPECIALLY an experienced CO'er this class could make your head explode by looking at it, but thats mainly due to some people's habit of looking at the character from the perspective of level 20 or gestalt 15.

    I need to clear up a few points about myself and my experience with the game to show some perspective:
    First of all, I do not ever plan to be level 20 in any game I play, to be brutally honest I see DnD between level 4-17, 4 as a great starting point, and 17 where the game should hit it's climax. I will play lower than 4, it's slower but nice still, but I probably wouldn't be interested starting even as high as 15 unless it was closer to a one-off.
    Secondly, I run VERY detailed VERY complex characters-- my DM currently outright refuses to play my characters while I'm away on the grounds that they "look like an F-16 cockpit", mostly due to making ridiculously complex and versatile characters.
    This class leaks out a little bit of that, an an expression of the need to expand a character beyond it's simple existence of what that character was beforehand, in a large number of possible ways beyond the confines of the class.

    The PLAN is to have 5x9x20 source maneuvers (900) available through this content, another 8+ homebrew and the 9 core disciplines from ToB, aprox. 600 maneuvers. This does not include the addition of Hybrid Disciplines which is a concept around mixing disciplines and class features together to unlock specialized disciplines as a progression-unlock.

    In total this source is planned to have 1500 supported maneuvers, so clearly ridiculous amounts of combinations are possible, and whats more is that this is several times the amount of existing content readily compiled, making this into a sourcebook of it's own-- eventually moving to PDF.

    Because of this, the flowdancer is not only an embodiment of all ToB, but also the central rung to attach endless keys of content to, creating a bridge of centralized homebrew to be formatted into a large-scale professional-grade end product.

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