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  1. - Top - End - #1
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    Morph Bark's Avatar

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    Default NPC For A Playtest! Revival of the Homebrew Playtest Services: The +5 Returning Class

    Good day, my dear friends Homebrewers, all ye spectators and lurkers-in-shadows. If you are reading this, chances are that you are familiar with me. For those who aren't, allow me to introduce myself: I am Morph Bark, long-time D&D player -- more often Dungeon Master, occasional homebrewer, freelance Tiermaster and overall somebody who wishes they could do better.

    With one such thing, YOU can help me with. You see, I may also be one of the biggest D&D Homebrew promoters around, at the very least on this forum, and even ran Homebrew Playtest Services for a good few months over a year ago. And frankly, I sometimes wonder... what if I started it up again? Why, that'd be marvellous! It'd also be pretty taxing if I had to start the same way I did back then and do everything myself, especially with how I'm occupied primarily these days with looking for studies, a job and taking care of things around the house. Wouldn't it be easy if we all could just turn hobbies into jobs, eh? At any rate, this is what you can help me with: you can help make NPCs for me to challenge my players with, possibly even flesh out my campaign setting with, and if you're using homebrew classes for it, I can Tier them! (Or possibly re-Tier a class already tiered previously.)

    Or, well, at least make a beginning at Tiering them, since my players are currently pretty low level. I'm running two campaigns at the moment: one with seven PCs around level 3 (amount of PCs often drops to six or as low as four) and one with two Gestalt PCs of level 14. The second one is going much more slowly though.

    Requests:
    • NPCs of level 4-5 (or level 14-17).
    • Standard elite array (15, 14, 13, 12, 10, 8).
    • Preferably of my homebrew races, but standard official races are fine. (They're just slightly weaker.)
    • Some skills are merged/altered in my campaign, but you don't need to worry about that. Otherwise, skills work entirely the same as normal.
    • Single-classed or with a PrC that fits with the class. Yes, Homebrew classes. That's what this is for!
    • If the class uses a Homebrew system, please cherry-pick stuff that makes them more easy to use. For instance, as many abilities as possible from a single path/tree/school of magic or the like. Sense and simplicity.
    • Please refrain from optimizing too highly, as that just gets ridiculous with homebrew and just makes it harder to use. However, if the class doesn't use a whole new magic subsystem, go ahead and get the best stuff the class has to offer, it makes Tiering actually easier in that case! Just don't optimize too much outside of the class, with official feats and Dragon material and suchlike.
    • It's perfectly okay to use an official class with a lot of homebrew material (a Binder with only homebrew vestiges or a martial adept with only homebrew maneuvers), feel free!
    • Using NPC wealth, not PC wealth. My players easily go nuts with the slightest bit of treasure.
    • Be sure to use finished classes only, please. When Tiering, I generally wait at least a week, longer if the class has entered into a 'brewing contest.
    • For my players to please not read this and metagame during sessions.


    Here are some NPC templates below. I'd prefer use of the first, so I can put it in my NPC database, but the others are fine too. (Strangely though, while my personal one looks most like the third one, I like the third one the least.)

    Morph Bark's template:
    Found here. I tried putting it in a spoilerblock, but it just turned all wonky. Even with the others, sources would be MUCH appreciated, like listing official books used or linking to the right threads. Less searching makes for less of a headache, a smoother game and an easier Tiering, after all!

    Normal Template:
    Spoiler
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    [size=4]Name[/size]
    Race Class
    [b]Medium Humanoid[/b]
    [b]Hit Dice[/b]
    [b]Initiative[/b] +X
    [b]Speed[/b] 30 ft
    [b]Armour Class[/b] X (+X Dex, etc), touch X, flat-footed X
    [b]Base Attack Bonus/Grapple[/b] +X/+X
    [b]Attack[/b]
    [b]Full Attack[/b]
    [b]Space/Reach[/b] 5 ft/5 ft
    [b]Special Attacks[/b]
    [b]Special Qualities[/b]
    [b]Saves[/b] Fort +X, Ref +X, Will +X
    [b]Abilities[/b] Str X, Dex X, Con X, Int X, Wis X, Cha X
    [b]Skills[/b] List only relevant skills
    [b]Feats[/b]
    [b]Treasure[/b]

    [i]Spell list[/i]: Or maneuvers, psionic powers, etc. Mark readied maneuvers or prepared spells with an asterisk*.

    [i]Class Ability I[/i]:

    [i]Class Ability II[/i]:

    [i]Class Ability III[/i]:

    [i]Class Ability IV[/i]:


    MMV template:
    Spoiler
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    [size=4]Name, CR X[/size]
    Type (subtypes) Class
    [b]Init[/b] +X; [b]Senses[/b] darkvision/low-light/etc.; Listen +X, Spot +X
    [b]Languages[/b]
    - - - - - - - - - - - - - - - - - - - -
    [b]AC[/b] X (+X Dex, etc), touch X, flat-footed X
    [b]hp[/b] X (X HD)
    [b]Fort[/b] +X, [b]Ref[/b] +X, [b]Will[/b] +X
    - - - - - - - - - - - - - - - - - - - -
    [b]Speed[/b]
    [b]Melee[/b]
    [b]Ranged[/b]
    (add more if you have more than one melee or ranged weapon)
    [b]Space[/b] 5 ft [b]Reach[/b] 5 ft
    [b]Base Atk[/b] +X [b]Grp[/b] +X
    [b]Atk Options[/b] like special attacks in the other template
    [b]Special Action[/b]
    [b]Spell-like Abilities[/b]
    - - - - - - - - - - - - - - - - - - - -
    [b]Abilities[/b] Str X, Dex X, Con X, Int X, Wis X, Cha X
    [b]Feats[/b]
    [b]Skills[/b] List only relevant skills
    [b]Possessions[/b]
    - - - - - - - - - - - - - - - - - - - -
    [b]Ability I (X)[/b] List special attacks, abilities and class abilities here (also mark them as Sp, Su or Ex)
    [b]Ability II (X)[/b]



    I dunno if this will be successful or even if people will respond, but to those who have read this: thank you for reading.

    I wish you all a good day and best wishes for 2013.
    Last edited by Morph Bark; 2013-01-11 at 07:03 AM.
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  2. - Top - End - #2
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    Zaydos's Avatar

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    Default Re: NPC For A Playtest! Revival of the Homebrew Playtest Services: The +5 Returning C

    Any specific roles you want the NPCs to fulfill?

    Also standard elite array (15, 14, 13, 12, 10, 8)?

    Any special house rules for skill points?

    Finally with human bonus feat/skills and wild shape do they actually lose them while Wild Shaped? I've never seen it actually played that way, but I think RAW they do and one of my classes has an ability that is based off of Wild Shape.
    Peanut Half-Dragon Necromancer by Kurien.

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  3. - Top - End - #3
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    Morph Bark's Avatar

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    Default Re: NPC For A Playtest! Revival of the Homebrew Playtest Services: The +5 Returning C

    Quote Originally Posted by Zaydos View Post
    Any specific roles you want the NPCs to fulfill?
    Not currently, really. Something akin to a rival party might be nice though. And maybe the baroness of the town the party is at right now.

    The party is the following:


    The baroness would serve best as a Cha-based non-caster of some sort (or maybe a Beguiler-ish one), level 5 prolly. There's a few other barons, two of which have a vendetta against Pjotr, but I don't want to focus too much on him as his player can't always make it and therefore I prefer having things regarding him resolved before the end of a session and thus not too big. All barons are human, except maybe one, but he isn't one of these three.

    More stuff that might help:
    Spoiler
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    Santos and Rogunel are exhibiting odd behaviour, so angels sent after them might happen. They're currently in an area mostly inhabited by humans and jotun. Skar is on the run from the Holy Empire of Stamaria; Varonel is testing the new high-tech suit and Santos and Rogunel were sent to accompany him; Zenkiki meant to go to the Jotun King to present some top-notch vodka he had brewn, but that was destroyed in a plan to defeat a dragon, though he does want to try and make another batch; Dr. Grutenstein is simply travelling along to watch over his younger brother, but has found a lot of opportunities to graft monster limbs to people; finally, Pjotr is a baron of a small... hamlet, really, perhaps even just a thorp, and called upon the aid of the other PCs to get rid of a dragon eating all the pigs they had. They were later attacked by some montrous humanoids from Further North and have travelled to warn the baroness, a friend of Pjotr's, narrowly coming in time to save her castle from another such attack.

    Humans and Jotun
    Angels


    Also standard elite array (15, 14, 13, 12, 10, 8)?
    Yes.

    Any special house rules for skill points?
    No. Some skills are merged/altered in this campaign, but there's no need to worry about that for NPCs.

    Finally with human bonus feat/skills and wild shape do they actually lose them while Wild Shaped? I've never seen it actually played that way, but I think RAW they do and one of my classes has an ability that is based off of Wild Shape.
    I wouldn't have them lose most racial features, I think. Same for elven proficiencies, for instance.
    Last edited by Morph Bark; 2013-01-20 at 10:55 AM.
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  4. - Top - End - #4
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    Default Re: NPC For A Playtest! Revival of the Homebrew Playtest Services: The +5 Returning C

    I hope I did this right.

    The Brass Hound, ECL 4, CR 4
    The rain is coming down in thick sheets, clattering against the ground with a constant thunder. The night is cold, and you wish only to be back at the inn, huddled near the warm fire with a hot meal and a soft bed awaiting you. As you round the alleyway, you notice something quite odd in the street ahead. Your vision is obscured by the dark and the rain, but the figure is standing between you and your way home and, besides, you're a bit curious. As you near the creature, that curiosity intensifies, before becoming something altogether terrible. Before you towers a brazen monolith, seven or eight feet tall at least, huge and hulking, green embers of light peeking through its menacing, wickedly jagged metal flesh. As the rain strikes this monster's hide, it evaporates in a hissing steam that, combined with the storm above, threatens to overwhelm your senses. But, then, it turns to you. It locks its infernal eyes of billowing green flame upon you, and lets loose a howl that sends every other earthly sensation rushing away, leaving only terror behind. It moves neither as a man, nor as an animal, but something alien, something that does not hunt, does not murder, but simply can do nothing but scream and tear and break the awful world that it is trapped in.

    The Backstory
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    Darek Arbon was, and is still in some capacities, a simple tradesman. He had a normal, healthy childhood as such things are measured in the city, was apprenticed to a fine carpenter, and became a craftsman of reasonable quality himself. Now, as a young man, when he is not mending roofs or building furniture, he is courting a nice young lady; a childhood friend in fact. When he's not doing that, he still drops in to chat with his old master from time to time. And when he is not doing that, he is brutally murdering anyone too unfortunate to be caught in the rain after dark.

    He wasn't always like that, poor Darek. He was never a bad person. Not vengeful, nor angry. He did nothing to deserve his fate, at all, really. He is merely the victim of the arbitrary cruelty of the universe. One night, as he lay down to bed, rain pattering on his roof, a whisper came to him. Words and thoughts and visions from beyond this world, and beyond the next, from long ago, in a time not meant for his kind. He glimpsed a metropolis of brass towers and green light, where the night came as a living shadow, and the raindrops were nightmares leaking from the mind of a broken sky.

    Now, when the night comes, and the rain pours, Darek becomes a citizen of that mad city. He does not black out from the experience; he remembers it just fine. But he is a different person during the day, and speaks nothing of his adventures. The locals have begun to notice, however, and between the howls, the savagely maimed corpses, and the all-too-consistent rumors of a brass figure, he has begun to be called "The Brass Hound".


    The Build
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    The Basics
    Medium Humanoid (Human), Chaotic Evil
    Human (Cityslicker) Martial Adept 4
    Advancement: If given no other stimulus, Darek will continue on his current avenue of power, taking more levels of Martial Adept and focusing on the Malfeasant Heart and Infernal Monster disciplines.

    Senses
    Initiative: +6
    Senses: Listen -1, Search +1, Sense Motive -1, Spot -1
    Languages: Common

    Defenses
    Armor Class: 12, touch 12, flat-footed 10
    Hit points: 34
    Saves: Fort +6, Ref +6, Will +0

    Offenses
    Speed: 30 ft
    Size/Reach: 5 ft/5 ft
    Melee: Unarmed Attack +7 melee (1d6+2)
    Ranged: --
    Attack options: Maneuvers
    BAB: +4; Grapple: +6

    Feats, Skills and Special Qualities
    Ability scores: Str 15, Dex 14, Con 14, Int 12, Wis 8, Cha 12
    Feats: Improved Initiative, Weapon Focus (Unarmed Attacks), Superior Unarmed Strike
    Skills:
    Appraise +9 (7 ranks), Balance +9 (7 ranks), Climb +9 (7 ranks), Craft (Carpentry) +10 (7 ranks), Intimidate +10 (7 ranks), Knowledge (The Planes) +8 (7 ranks)

    Equipment
    Armor: None
    Weapons: None
    Worn items: Clothing
    Tools: Masterwork Carpenter's Workshop

    Special Abilities

    Human Qualities: Darek is a Cityslicker. He chose not to learn a proficiency from Weapon Familiarity. What kind of psychopath spends their time training with a weapon rather than working or spending time with their family? For Adaptability, he has Improved Initiative - he's a quick thinker that one. For Versatility, he chose a +2 bonus to Carpentry and Intimidate.

    Fighting Style: Darek became proficient with Heavy Armor as a product of his madness.

    Martial Excellency (Paired Stance): While in a Malfeasant Heart stance, Darek may enter a second stance from a different discipline, and maintain both stances simultaneously. He may do this for a maximum of 4 rounds per day, which need not be consecutive.

    Stances Known: Viridian Legend Exoskeleton, Retribution Will Follow

    Maneuvers Known: Green Sun Nimbus Flare, Wrath-Stoked Bonfire Soul, All-Consuming Rampage Release, Raging Behemoth Charge, Fury Is Freedom, God-Smashing Blow

    Maneuvers Readied: 4


    Tactics
    Spoiler
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    When something triggers his psychosis, Darek will enter the Viridian Legend Exoskeleton stance, encasing him in massive brass armor that grants a +8 armor bonus to his armor class, bringing him up to 20/12/18. He typically has Wrath-Stoked Bonfire Soul, All-Consuming Rampage Release, God-Smashing Blow, and Green Sun Nimbus Flare readied. Although, against an enemy that regularly uses debilitating conditions, you may wish to swap out one for Fury Is Freedom. Darek certainly will once he realizes that his enemies have such capabilities.

    In the first round of combat, Darek will usually activate All-Consuming Rampage Release, further increasing his offensive and defensive abilities, as well as Wrath-Stoked Bonfire Soul to inhibit his foe's ability to heal. If his opposition looks tough, he will also use his Paired Stance ability to enter Retribution Will Follow. Following rounds will involve alternating between using up his Strikes, and refreshing them for further use. If he is fighting a lot of weak enemies, he will swap out for Raging Behemoth Charge, to spread the damage out more.

    In the case that he is facing imminent death, Darek will deactivate Viridian Legend Exoskeleton and confess that he is afflicted with a terrible madness outside of his control, and beg for his life. He needs help! He's the victim! He has a life and people that rely on him! If you kill him now, what happens when the same supernatural illness befalls someone else? And so on. Whether this is a true plea for help, or just an irredeemable madman trying to worm away from justice is a matter for the tone of the campaign he is being used in.

    After making a successful kill, and making sure no one is watching, Darek will switch his stance off, and return to normal. His armor vanishes along with all the blood and visible damage that it might've taken, leaving him seeming quite innocent and ordinary. He has no murder weapon, leaves no evidence, and eye witnesses certainly won't be able to match him to the killer.


    Sources and Adaptation Only non-Core sources listed
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    Last edited by Xefas; 2013-01-10 at 04:19 PM.

  5. - Top - End - #5
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    Default Re: NPC For A Playtest! Revival of the Homebrew Playtest Services: The +5 Returning C

    Hopefully this is the kind of thing you're looking for, used MM (original) format with the addition of a possible background and tactics. As a shapeshifter he has multiple forms with differing stats, these are spoilered separately for length. If it looks usable I might try to make a few more.

    Class: Form-Shifter

    Other than that everything should be Core except Astral Construct (which is still SRD) and the use of your humans.

    Corgan
    Human Form Shifter 4
    Medium Humanoid
    Hit Dice: 4d8+12 (33 hp)
    Initiative +0
    Speed 20 ft
    Armour Class 14 (+4 armor), touch 10, flat-footed 14
    Base Attack Bonus/Grapple +3/+2
    Attack: Sickle +3 melee (1d6-1 +1 fire)
    Full Attack: Sickle +3 melee (1d6-1 +1 fire)
    Space/Reach 5 ft/5 ft
    Special Attacks: Assume Form (Lesser Beast Form, Beast Form), Specialized Forms
    Special Qualities: Augmented Form, Lesser Augmented Form, Change Self, Uncanny Dodge, Hinterlander Bloodline, Hide and Move Silently as Racial Skills.
    Saves Fort +7, Ref +1, Will +5
    Abilities Str 8, Dex 10, Con 17, Int 12, Wis 13, Cha 14
    Skills Hide +11, Move Silently +11, Spot +8, Listen +8, Disguise +9, Bluff +9 (if Stealth and/or Perception is used, Stealthy should be swapped for Skill Focus (Stealth), and increased 1 higher than Hide/Move Silently, and size modifiers to said skills might need to be modified, also +2 to Perception as he can select it as one of his racial skills; finally add tumble/acrobatics which though not useful in his armor can be used in spider/elemental/snake forms at +10/+8/+10 respectively, and Survival +8).
    Feats Weapon Finesse, StealthyHuman, Ability Focus (Poison)
    Treasure: +1 Studded Leather (~2200), 3 Mw Javelins (903), Backpack (2), 10 Sunrods (10), Rations (4 days, 2), Waterskin (0.1), Bedroll (0.1), Flint and Steel (1), Sickle (15ish), 3 potions of cure light wounds (CL 1, 150 GP), 9 GP, 28 SP, 19 CP.

    Backstory:
    Spoiler
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    Corgan was a gutter child, the son of a woman of ill-repute and an unknown father (though she claimed he was a noble). Corgan learned young to keep his mouth shut and his eyes open, always looking out for danger. It was when he was twelve that he found a strange tome on the body of a dead traveler. Perusing the tome he found that it spoke of a strange magical art which would allow the user to take the form of a beast or monster. He studied this tome, pestering local magicians to learn more of this art if possible. Finally, after years of experimentation at 19 Corgan was able to first tap into this power and actually take on a new form, the shape of a snake. Corgan was over joyed and strove to find a way to better himself with this power. He set forth, joining one traveling band after another, and Corgan honed his skills as an assassin, learning the art of killing other men.
    Now a professional assassin, Corgan sells his skills to the highest bidder, moving through society through his transformative powers. Corgan feels no guilt over killing and is a cold-hearted and merciless man, though not without some modicum of loyalty or sense of honor.


    Tactics:
    Spoiler
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    Corgan relies primarily on stealth, using his abilities of disguise (+19 when the bonus from Disguise Self is calculated) and his ability to hide to get close to targets alone. He will then use one of his specialized or assumed forms to attack a target. If he cannot go against a target alone and must use force he prefers to assume his Astral Construct form and don his gear before attempting to gain what benefits he still can from stealth so that he can preferably fight them one on one or in an advantageous position. His spider form is used for its stealth and ability to attack, via web, from atop walls and to, in a worst case scenario escape through a higher level. If he is given time to prepare he will spin webs like a true giant spider. One potential tactic is even waiting for the heroes to investigate the webs and then lighting them on fire with his fire elemental form. If pressed he is not above retreating to fight again, using his superior speed as a fire elemental to escape and his stealth to return to attack again. He will use his snake form to make hit and run attacks on opponents from near or in the water or an area with narrow tunnels where it can easily retreat letting its Con poison go to work. The snake form is also useful for moving through watery terrain. Other animal forms allow for flight and other forms of movement, escape, and infiltration.

    Assume Form (Su): 6 times per day he may assume the form of another creature (using specialized form does not count for this ability). This functions like the Alternate Form special quality (same thing Wild Shape is based off of), but has a duration of 40 minutes. To change shape with Assume Form is a standard action. May assume the form of medium or small animals with 4 or less hit dice. When you assume a form all items you carry and wear are merged into your body and become non-functional; ioun stones remain in orbit around your body. This ability does not allow them to assume the form of a swarm of creatures or an incorporeal creature.

    Specialized Form (Su): The appearance of each of these forms is set when you first obtain it, and once you have selected a form it cannot be changed. You gain Ex and Su abilities of the forms assumed through this ability. Assuming a specialized form is a full round action but you may remain in one for as long as desired, using this ability at-will. Like with Assume Form any items worn during the transformation are integrated into you and become non-functional. If assuming the form of a mindless creature, or a creature immune to mind-affecting effects by virtue of its type, you gain neither mindless nor immunity to mind-affecting effects. You never gain any spellcasting, or spell-like abilities of the creature. Corgan has 4 specialized forms available (each with their own stat bloc below): Astral Construct, Large Monstrous Spider, Small Fire Elemental, Medium Viper.

    Augmented Form (Su): Burning Spirit; When in his natural form, an assumed form with less than 4 HD, or in the form of a Small Fire Elemental or Giant Ant Corgan deals +1 fire damage with each melee attack.

    Lesser Augmented Form (Su): Vile Brood; May use natural formís Constitution or Charisma (whichever is better) instead of their current formís Constitution (or Charisma) to determine the Fort save DC of any poison of their form.

    Change Self (Ex): Youíve gained a mastery over your physical form such that, starting at 3rd level, you can alter your appearance to mimic the effects of a Disguise Self spell. This is not an illusion effect, and while the changes are limited to cosmetic changes (like with Disguise Self) they are physically made. Using this ability is a full-round action to make any changes and is usable at-will. These changes are permanent until you change your form (with Assume Form, Specialized Form, or a polymorph spell), you use this ability again, or you go to sleep.

    Beastís Tongue (Ex): When in a Specialized Form Corgan may continue to speak in all languages he is capable of in his natural form, even if that form is normally not capable of producing vocalizations.

    Uncanny Dodge (Ex): Corgan does not lose his Dex bonus to AC when flat-footed or attacked by an invisible assailant.

    Astral Construct Form
    Spoiler
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    Human Form Shifter 4
    Medium Construct
    Hit Dice: 4d8+12 (33 hp)
    Initiative +2
    Speed 30 ft, fly 15-ft (average)
    Armour Class 24 (+2 Dex, +8 natural, +4 armor), touch 12, flat-footed 26
    Base Attack Bonus/Grapple +3/+8
    Attack: Slam +8 (1d6+7) or Javelin +5 ranged (1d6+5)
    Full Attack: Slam +8 (1d6+7) or Javelin +5 ranged (1d6+5)
    Space/Reach 5 ft/5 ft
    Special Attacks: Assume Form (Lesser Beast Form, Beast Form), Specialized Forms
    Special Qualities: Augmented Form, Lesser Augmented Form, Change Self, Uncanny Dodge, Construct Traits, Darkvision 60-ft, Low-Light Vision.
    Saves Fort +4, Ref +3, Will +5
    Abilities Str 21, Dex 15, Con -, Int 12, Wis 13, Cha 14
    Skills Hide +13, Move Silently +13, Spot +8, Listen +8, Disguise +9, Bluff +9.
    Feats Weapon Finesse, Stealthy, Ability Focus (Poison)
    Treasure: +1 Breastplate (2350), 3 Mw Javelins (903), Backpack (2), 10 Sunrods (10), Rations (4 days, 2), Waterskin (0.1), Bedroll (0.1), Flint and Steel (1), Sickle (15ish), 9 GP, 28 SP, 19 CP.

    Unless transforming in combat will remove gear and don it after transformation. As such stats reflect gear as worn.


    Large Monstrous Spider Form
    Spoiler
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    Human Form Shifter 4
    Large Vermin
    Hit Dice: 4d8+12 (33 hp)
    Initiative +3
    Speed 30 ft, climb 20-ft
    Armour Class 14 (-1 size, +3 Dex, +2 natural), touch 12, flat-footed 14
    Base Attack Bonus/Grapple +3/+9
    Attack: Bite +5 melee (1d8+3 and poison) or Web +5 ranged touch (Entangles, 10-ft range increment, max range 50-ft)
    Full Attack: Bite +5 melee (1d8+3 and poison) or Web +5 ranged touch (Entangles, 10-ft range increment, max range 50-ft)
    Space/Reach 10 ft/5 ft
    Special Attacks: Assume Form (Lesser Beast Form, Beast Form), Specialized Forms
    Special Qualities: Augmented Form, Lesser Augmented Form, Change Self, Uncanny Dodge, Vermin Traits, Darkvision 60-ft, Tremorsense 60-ft.
    Saves Fort +5, Ref +4, Will +5
    Abilities Str 15, Dex 17, Con 13, Int 12, Wis 13, Cha 14
    Skills Hide +12 (+16 in webs), Move Silently +16 (+20 in webs), Climb +10, Spot +8, Listen +8, Disguise +2 (going by the RAW that Wild Shape/Specialized Form would lose human skill points otherwise +9), Bluff +9.
    Feats Weapon Finesse, Stealthy, Ability Focus (Poison)

    As a spider Corgan lacks the ability to pick up and wear most of his equipment and so therefore normally has it subsumed into his form. As such it is not reflected on his stat bloc.

    Web:
    Spoiler
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    Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are 13 to Escape and 17 to break. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.

    Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/ó.

    A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.


    Poison: Bite, Fort DC 17, Init and Sec damage 1d6 Str.


    Small Fire Elemental
    Spoiler
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    Human Form Shifter 4
    Small Elemental (Fire)
    Hit Dice: 4d8+12 (33 hp)
    Initiative +5
    Speed 50 ft
    Armour Class 14 (+1 size, +1 Dex, +2 natural), touch 12, flat-footed 14
    Base Attack Bonus/Grapple +3/-1
    Attack: Slam +5 melee (1d4 and 1d4+1 fire)
    Full Attack: Slam +5 melee (1d4 and 1d4+1 fire)
    Space/Reach 5 ft/5 ft
    Special Attacks: Assume Form (Lesser Beast Form, Beast Form), Specialized Forms, Burn
    Special Qualities: Augmented Form, Lesser Augmented Form, Change Self, Uncanny Dodge, Elemental Traits, Darkvision 60-ft, Immunity to Fire, Vulnerability to Cold
    Saves Fort +4, Ref +2, Will +5
    Abilities Str 10, Dex 13, Con 10, Int 12, Wis 13, Cha 14
    Skills Hide +16, Move Silently +12, Spot +8, Listen +8, Disguise +2 (going by the RAW that Wild Shape/Specialized Form would lose human skill points otherwise +9), Bluff +9.
    Feats Weapon Finesse, Stealthy, Ability Focus (Poison), Weapon FinesseB, Improved Initiative[sup]B[/B]

    Burn (Ex)

    A fire elementalís slam attack deals bludgeoning damage plus fire damage from the elementalís flaming body. Those hit by a fire elementalís slam attack also must succeed on a Reflex save (DC 12) or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The save DC is Constitution-based.

    Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elementalís attack, and also catch on fire unless they succeed on a Reflex save (DC 12).

    Medium Viper Form
    Spoiler
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    Human Form Shifter 4
    Medium Animal
    Hit Dice: 4d8+12 (33 hp)
    Initiative +3
    Speed 20 ft, climb 20-ft, swim 20-ft
    Armour Class 16 (+3 Dex, +3 natural), touch 13, flat-footed 16
    Base Attack Bonus/Grapple +3/+2
    Attack: Bite +6 melee (1d4-1 and poison)
    Full Attack: Bite +6 melee (1d4-1 and poison)
    Space/Reach 5 ft/5 ft
    Special Attacks: Assume Form (Lesser Beast Form, Beast Form), Specialized Forms, Poison
    Special Qualities: Augmented Form, Lesser Augmented Form, Change Self, Uncanny Dodge, Low-Light Vision, Scent
    Saves Fort +4, Ref +4, Will +5
    Abilities Str 8, Dex 17, Con 11, Int 12, Wis 13, Cha 14
    Skills Hide +14, Move Silently +14, Climb +7, Spot +8, Listen +8, Disguise +2 (going by the RAW that Wild Shape/Specialized Form would lose human skill points otherwise +9), Bluff +9.
    Feats Weapon Finesse, Stealthy, Ability Focus (Poison)

    Poison (Ex): Bite, Initial and Secondary damage 1d6 Con, DC 17.

    Some possible Assumed Forms:
    Dire Weasel Form
    Spoiler
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    Human Form Shifter 4
    Medium Animal
    Hit Dice: 4d8+12 (33 hp)
    Initiative +4
    Speed 40-ft
    Armour Class 16 (+4 Dex, +2 natural), touch 14, flat-footed 16
    Base Attack Bonus/Grapple +3/+5
    Attack: Bite +7 melee (1d6+3 and 1 fire)
    Full Attack: Bite +7 melee (1d6+3 and 1 fire)
    Space/Reach 5 ft/5 ft
    Special Attacks: Assume Form (Lesser Beast Form, Beast Form), Specialized Forms, Attach, Blood Drain
    Special Qualities: Augmented Form, Lesser Augmented Form, Change Self, Uncanny Dodge
    Saves Fort +4, Ref +5, Will +5
    Abilities Str 14, Dex 19, Con 10, Int 12, Wis 13, Cha 14
    Skills Hide +15, Move Silently +15, Spot +8, Listen +8, Disguise +9, Bluff +9.
    Feats Weapon Finesse, Stealthy, Ability Focus (Poison)

    Attach (Ex): A dire weasel that hits with its bite attack latches
    onto the opponentís body with its powerful jaws. An attached
    dire weasel loses its Dexterity bonus to AC and thus has an AC
    of 12.
    An attached dire weasel can be struck with a weapon or grappled
    itself. To remove an attached dire weasel through grappling,
    the opponent must achieve a pin against the creature.
    Blood Drain (Ex): A dire weasel drains blood for 1d4 points of
    Constitution damage each round it remains attached.


    Eagle Form
    Spoiler
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    Human Form Shifter 4
    Small Animal
    Hit Dice: 4d8+12 (33 hp)
    Initiative +2
    Speed 10-ft, fly 80-ft (average)
    Armour Class 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 14
    Base Attack Bonus/Grapple +3/-1
    Attack: Talons +6 melee (1d4 and 1 fire)
    Full Attack: 2 Talons +6/+6 melee (1d4 and 1 fire), and bite +1 (1d4 and 1 fire)
    Space/Reach 5 ft/5 ft
    Special Attacks: Assume Form (Lesser Beast Form, Beast Form), Specialized Forms,
    Special Qualities: Augmented Form, Lesser Augmented Form, Change Self, Uncanny Dodge
    Saves Fort +5, Ref +3, Will +5
    Abilities Str 10, Dex 15, Con 12, Int 12, Wis 13, Cha 14
    Skills Hide +17, Move Silently +13, Spot +8, Listen +8, Disguise +9, Bluff +9.
    Feats Weapon Finesse, Stealthy, Ability Focus (Poison)


    Edit: Forgot ACP, so changed him to Studded Leather to also bring AC more in line with level and maintain stealthiness.
    Last edited by Zaydos; 2013-01-11 at 09:45 AM.
    Peanut Half-Dragon Necromancer by Kurien.

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    Default Re: NPC For A Playtest! Revival of the Homebrew Playtest Services: The +5 Returning C

    Gorgeous.

    Very nice backstory you added in too. For others reading this: that isn't entirely necessary, if you think its too much work, but I always love to see such things and makes for great inspiration to use.

    I was puzzled for a bit where the brazen monolith look came from, but I see you got it mentioned in the Tactics. Thank you.
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    Default Re: NPC For A Playtest! Revival of the Homebrew Playtest Services: The +5 Returning C

    Well, lets see. Something simple to go with. A burning dwarf.

    It is noteworthy that this character is somewhat focused on a goal, namely, "set anything nearby on fire with whatever action is taken". At level five, he takes Elemental Aura (Fire), invariably.

    Kozul, The Effigy, ECL 4, CR 4
    Spoiler
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    The air is hot and dry, and the dwarf standing before you could very well be a devil. His armor is shimmering in the heat, and the flames dancing across his body twist as if they were alive.

    Lawful Evil Mountain Dwarf Evolutionist 4
    Medium Humanoid (Fire)
    Hit Dice: 4d8+16 (37 hp)
    Initiative: +1
    Speed: 20 ft
    Armour Class: 20 (+1 Dex, +4 Dodge, +5 Chain Shirt), touch 15, flat-footed 15. 23 AC and 19 touch vs dragons.
    Base Attack Bonus/Grapple: +4/+7
    Attack: Tentacle +3* (1d3+3, plus 2d6+1d4 fire damage and Burn) or tentacle touch +3* (2d6+1d4 fire damage and Burn)
    Full Attack: Four tentacles +3* (1d3+3, plus 2d6+1d4 fire damage and Burn) or four tentacle touches +3* (2d6+1d4 fire damage and Burn)
    Space/Reach: 5 ft/5 ft (10 ft with tentacles)
    Special Attacks: Burn, Elemental Attack (2d6 Fire), Heart of Fire (1d4), Elemental Nimbus.
    Special Qualities: Mutations, Teratomorphisms, Monster Sage, Fire Resistance 10, Packing the Power, Stability, Elemental Rejuvenation.
    Saves: Fort +7, Ref +4, Will +2 (Fort +9, Ref +6, Will +4 vs spells and spell-like abilities)
    Abilities: Str 16, Dex 12, Con 18, Int 13, Wis 8, Cha 8
    Skills: Appraise +3, Craft (Blacksmithing) +10, Intimidate +6, Knowledge (The Planes) +8, Listen +6, Spot +6.
    Feats: Elemental Mutator, Great Changer, Improved Unarmed Strike, Heat Endurance, Combat Expertise.
    Treasure: +1 Chain Shirt (1400 gp), Vest of Resistance +1 (1000 gp), Healing Belt (750 gp), 150 gp.
    *Attacks include -4 penalty from combat expertise.

    Mechanical Considerations
    Spoiler
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    Teratomorphisms: Kozul has one rank I teratomorphism, Heart of Fire.

    Mutations: Kozul has 17 mutations.
    Spoiler
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    Basic
    Evolve Combat Instinct - 2
    Evolve Fortitude - 1
    Evolve Reflexes - 1
    Evolve Will - 1
    Evolve Skills - 2
    Evolve Talent - 1 (Combat Expertise)

    Innate
    Natural Weapon - 2 (four tentacles)

    Extraordinaire
    Burn - 1
    Energy Resistance - 2 (Fire)

    Supernatural
    Elemental Attack -2 (Fire, tentacles)
    Elemental Nimbus - 1 (Fire)
    Elemental Rejuvenation - 1 (Fire)


    Monster Sage: Kozul has a +4 bonus on all knowledge checks to gain knowledge about creatures.


    Burn (Ex): Any creature that takes fire damage from Kozul must make a reflex save against a DC of 16 or catch on fire.

    Nimbus of Fire (Su): Any creature within 5 feet of Kozul suffers 2d6 points of fire damage, activating this ability is a standard action and maintaining it takes a sift action.

    Elemental Rejuvenation: As long as he is in contact with a flame, an extremely hot environment or some other manifestation of the fire element, Kozul is capable of taking a full round action to heal 4 hit points.

    Tactics
    Spoiler
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    Kozul begins combat by activating elemental nimbus, on the off-chance that it is not already active. He fights defensively, trying to touch his enemies with his fiery tendrils until the are lit aflame.


    Non-core sources:
    Spoiler
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    Morph Bark's dwarf race.
    The Evolutionist.
    Sandstorm (Heat Endurance feat).
    Magic Item Compendium, hoho.
    Last edited by Draken; 2013-01-21 at 05:44 PM.
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    Homebrewing

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    Default Re: NPC For A Playtest! Revival of the Homebrew Playtest Services: The +5 Returning C

    Here's an assassin:
    Spoiler
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    Petras the Wraith, ECL 4, CR 4
    Passing through the paradoxically immense chambers of the dwarven ruin, with each step taken you can feel sinister eyes upon you. Looking back, you see only the cobweb filled ruins of the fortress.

    Continuing on, the webs seemed to grow more prevalent and dense. Taking out your blade, you begin to slash at the silken obstacle. Astonished by the results, you stop. Pure sanguine drips from the dense fibres. Staining the golden web. It seems a dwarven corpse lay twisted within the cocoon.

    "Disappointing. Now I have to kill you." The silkly voice echoed through the halls, but your keen ears detect the source. Your bow rises to face the enemy.


    The Backstory
    Spoiler
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    Killing and stealing was all Petras knew. His parents had died from a fire while he was still only a child, forcing him to live on the streets as a thief. One day he stole from a simple appearance woman, taking a golden ring from her. Only later that day die he learn she was an assassin, with her blade upon his throat.

    Fuelled by fear and instinct, the boy did more than stagger her. He stood over her, the dark blood staining hands. But the fear had left, he finally felt safe again. And he never wanted to lose that safety again.


    The Build
    Spoiler
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    The Basics
    Medium Humanoid (human), NE
    Human Spiderblood Assassin
    Build progression:
    Spider Blood Assassin 4
    Advancement: By Class levels

    Senses
    Initiative: +3
    Languages: ?

    Defenses
    Armor Class: 16, touch 13, flat-footed 16
    Hit points: 4d8+4 (22 HP)
    Saves: Fort +5, Ref +7, Will +1

    Offenses
    Speed: 30 ft., climb 30ft.
    Size/Reach: 5 ft/5 ft
    Melee: Webbed Fang +6 (1d6+1; 19-20)
    Ranged: Longbow +6 (1d8; x3)
    Attack options:
    BAB: +3; Grapple: +4

    Feats, Skills and Special Qualities
    Ability scores: Str 13, Dex 16, Con 12, Int 16, Wis 10, Cha 8
    Feats: Weapon Proficiency (Longbow)B, Weapon FinesseB, Combat Expertise, Combat Reflexes
    Skills:
    Acrobatics 7 (+12), Craft (Poison) 7 (+10), Diplomacy 7 (+5), Disable Device 7 (+14), Knowledge (Local) 7 (+10), Perception 7 (+7), Stealth 7 (+12), Survival 7 (+9), Thievery 7 (+10), Use Magic Device 7 (+5).

    Equipment
    Armor: Mwk Studded Leather
    Weapons: Longbow, Webbed Fang
    Equipment: Grappling Hook, Mwk Thieves Tools, Potion of Cure Light Wounds (2), Silk Rope, Medium Spider Venom (13), Arrows (1700).

    Special Abilities

    Assassin Techniques: Grip of the Spider and Silk Weaver.
    Evasion
    Poison Use: Spider Blood Assassins innately understand how to handle poison and cannot accidentally poison themselves when applying poison to a weapon.
    Spiderblood: At 3rd level, the Spider Blood Assassin has innate knowledge on poisons and his body his naturally resistant to them. A Spider Blood Assassin gains a +1 saving throw bonus against poisons of all kinds (Even those that are magical or supernatural in nature).
    In addition any poison he creates via Craft (Alchemy) has its Fort DC increased by +1. These bonuses increase by +1 every two levels.
    Spider Tongue (Ex): At 3rd level, the Spider Blood Assassin gains a +5 insight bonus to Handle Animal checks involving spider or spider-like creatures.
    Sneak Attack +2d6
    Trapfinding: At level two a Spider Blood Assassin adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device skill checks. A Spider Blood Assassin of second level or above can use Disable Device to disarm magic traps.
    Uncanny Dodge


    Tactics
    Spoiler
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    Petras attacks from the shadows, using his exceptional climbing skill to stalk his prey. He generally uses a poisoned Webbed Fang, though at long range he does use a Longbow with poisoned arrows.


    Sources and Adaptation Only non-Core sources listed
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    http://i133.photobucket.com/albums/q56/Zeritho/Koboldbard.png

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    Default Re: NPC For A Playtest! Revival of the Homebrew Playtest Services: The +5 Returning C

    Which rules for firearms do you use? The ones from the DMG?
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    Default Re: NPC For A Playtest! Revival of the Homebrew Playtest Services: The +5 Returning C

    I'd love to offer you any of my 3.U classes to try out, but it may take a little work to revert back to 3.5/P rules. Which class or role do you have a need for in your lineup? I can write up a level 2-4, but i think the power difference from 3.U level may require a LA +1 to be given to him.
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    Default Re: NPC For A Playtest! Revival of the Homebrew Playtest Services: The +5 Returning C

    Quote Originally Posted by Amechra View Post
    Which rules for firearms do you use? The ones from the DMG?
    Generally the ones from Pathfinder, though we may have forgotten the rules for misfiring at times. Only one of the PCs uses a firearm though (a rifle). While uncommon, they definitely exist in this world. Advanced firearms are much rarer than early ones though.

    Quote Originally Posted by Kane0 View Post
    I'd love to offer you any of my 3.U classes to try out, but it may take a little work to revert back to 3.5/P rules. Which class or role do you have a need for in your lineup? I can write up a level 2-4, but i think the power difference from 3.U level may require a LA +1 to be given to him.
    Yikes, that looks like it'd definitely need some work yeah.

    Role stuff is in my second post.
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    Default Re: NPC For A Playtest! Revival of the Homebrew Playtest Services: The +5 Returning C

    Yoyo, Skarr here (Double r Morph, you failcake!)
    After a link from Morph, I decided to put a few homebrew classes of my
    own making on here. Starting with a Delirionist, as there were no casters when I read the thread.


    Lezard the Mad, ECL 4, ECL 4
    The forest you're walking in seems unnaturally quiet, as if all life braces itself for what is to come. Shivers run down your spice as you come across a clearing of the weirdest kind. Instead if it being peacefull and tranquil, you see malformed brambels growing everywhere and distorted trees growing around the clearing itself. Then suddenly, it is all gone and everything seems fine. Except for one thing: in the middle stands a cloaked figure. The only thing you can see of his face is a wicked grin that is as wide his face is broad. He beckons to you, saying: ďCome, embrace the Madness. If you won't, I'll see you embrace it with a bit off.... persuasion.Ē At this point he takes of his cowl and you see a male angel, surprisingly, of about 6 ft. tall. You notice one major difference from the other angels you've encountered. The wings of this angel are distorted beyond recognition and have a purplish hue to them. As you ponder what to do, you feel something tugging at your very soul......

    The Backstory
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    A angel from the Core, in his childhood, Lezard was a great paragon of Law. Untill one day, he met a human. This human asks Lezard if he desired power. In his childhood innocence, he accepted the offer and became his apprentice. After countless years, he learned of the powers of Chaos, believing he could use them to further the goals of Law. Obviously, he failed and became consumed by the magic he sought to control.


    The Build
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    The Basics
    Medium Humanoid (Angel), Chaotic Neutral
    Angel (Gabrii) Delirionist 4
    Build progression: Only Delirionist.
    Advancement: More levels in Delirionist.

    Senses
    Initiative: + 2
    Senses: Listen +0, Search +0, Sense Motive +0, Spot +0
    Languages: Common, Angelic and Stamarian

    Defenses
    Armor Class: 13 (15 when using Hyperactivity), touch 11 (13), flat-footed 12
    Hit points: 4d6+4 (23)
    Saves: Fort +2, Ref +2, Will +6

    Offenses
    Speed: 30 ft
    Size/Reach: 5 ft/5 ft
    Melee: +4 Masterwork Dagger (1d4-1) or +3 Mad Epidemic (1d2 Wis or Cha damage)
    Ranged: None
    Attack options: Mad Epidemic, Insanity Magic
    BAB: +2; Grapple: +1

    Feats, Skills and Special Qualities
    Ability scores: Str 8, Dex 12, Con 13, Int 12, Wis 14, Cha 16
    Flaw: Distorted Wings (Can't use wings gained from angel race)
    Feats: Weapon Finesse (Flaw), Insanity Focus (Spell DC +1), Greater Insanity Focus (Spell DC +1)
    Skills:
    Knowledge (Forbidden Lore) +8, Concentration +8, Bluff +10
    Skill tricks: None

    Equipment
    Armor: Leather
    Weapons: Masterwork Dagger
    Worn items: Orb of Mental Renewal
    Tools: Grappling Hook, Tent, 2 Potions of Cure Light Wounds, Rations x3

    Special Abilities
    Insanity Magic, Delirous Mind (bonus on Will saves against enchantments equal to points of Wisdom reduction), Insane Personality (bonus equal to charisma reduction on Bluff, Diplomacy, Intimidate and Gather Information), Mad Epidemic (Touch attack deals 1d2 Cha or Wis damage depending on which one is more reduced.)


    Spells Known and per day
    Spoiler
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    Induce spells known:
    Hyperactivity, Sanity Rend

    Usable at Will, each casting you can take a penalty to Wis or Cha (Optional and the amount is specified in the spell)

    Descriptions:

    Hyperactivity

    Level Prerequisite: 1
    Casting Time: Standard Action
    Range: Personal
    Duration: 1 minute/level
    Saving Throw: No
    Sanity Shift: 1 Wisdom Penalty

    By infusing your soul with madness, you can react to attack much faster than most people can.

    You gain a dodge bonus to AC equal half you caster level (min +1).

    Sanity Rend

    Level Prerequisite: 1
    Casting Time: Standard Action
    Range: Medium (100 ft. + 10/CL)
    Duration: Instantanious
    Saving Throw: No
    Sanity Shift: 1 Wisdom Penalty or 1 Charisma Penalty

    You manifest your latent insanity, rending your opponents flesh.

    One of the few ways a Insanity user can physically hurt somebody, by using pure mental force as a weapons that closely resemble claws. As a standard action, you make a ranged touch attack. If it hits, the target takes 1d6/2 casterlevels slashing damage (Min 1d6).

    Maximum of 5 Madness Spells per day.
    1 Point of Cha damage = 1 spellslot.

    Madness Spells Known:
    Nightmare of the Void; Disintregrate Intelligence; Hear no Evil, See no Evil

    Descriptions:

    Nightmare of the Void

    Level Prerequisite: 1
    Casting Time: Standard Action
    Range: Close (25 ft. + 5/2 CLís)
    Duration: 1 round per 3 points of Wisdom and Charisma Reduction
    Saving Throw: Yes
    Sanity Threshold: 2 Wisdom or Charisma Reduction

    By infusing your enemies with your own nightmarish visions, you frighten the enemy.

    As a standard action, you target 1 enemy. That enemy must make a Will Save or be Shaken for 3 rounds. This stacks with other fear effects but not with itself.

    Hear no Evil, See no Evil

    Level Prerequisite: 3
    Casting Time: Standard Action
    Range: Close (25 ft. + 5/2 CLís)
    Duration: Instantanious
    Saving Throw: Yes
    Sanity Threshold: 4 Charisma Reduction

    You erase the targets memories over a short timespan, but only the ones where you appear in.

    As a standard action, you target 1 enemy. That enemy must make a Will Save or forget every memory involving you that occured in the last 10 minutes.

    Disintegrate Intelligence

    Level Prerequisite: 1
    Casting Time: Standard Action
    Range: Close (25 ft. + 5/2 CLís)
    Duration: Instantaneous
    Saving Throw: Yes
    Sanity Threshold: 4 Charisma Reduction

    You scorch away your targets intelligence by overloading his mind with feral imagery.

    As a standard action, you target an enemy. That enemy takes 1d4 Intelligence damage plus 1 per 4 reduction damage you have (Fortitude halfs).


    Tactics
    Spoiler
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    Lezard prefers flashy entrances. After buffing himself up with Hyperactivity and lowering his mental stats, he'll make the PC's the offer to learn them the magic of Chaos or ask their help in increasing the ararchy in the area. When pressured into combat, he'll most likely open with Disintegrate Intelligence on the member of the party which appears the dumbest. When that doesn't work, he'll use Nightmare of the Void first to lower their saves, then try again. If out of Madness spells, he'll use Sanity Rend to damage foes. When all does are unconcious, he'll use Hear no Evil, See no Evil to wipe out their memories.

    Important Note: Remember though, this NPC does not work well alone and is best used with mooks to cover him.


    Sources and Adaptation Only non-Core sources listed
    A swordmaster never backs off, I'll cut you to ribbons with my almighty sabre! CHAOS DANCE!!

    Nyllana OotS Avatar by Lord FullBladder, Master of Goblins!

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    Nothing to see here
    My Extended Homebrew Sig!

    Currently writing a fantasy novel: The Dawn of Life!
    People willing to provide feedback are appreciated


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    Default Re: NPC For A Playtest! Revival of the Homebrew Playtest Services: The +5 Returning C

    Well, so far you have a martial character, an assassin and a shifter character so i guess ill make a support arcane caster of some sort. Probably a magus or artificer.

    Edit: Ill have a level 4 magus and level 4 artificer ready to throw around hopefully by tomorrow afternoon. You can use either one you like.
    Last edited by Kane0; 2013-01-11 at 07:43 AM.
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    Default Re: NPC For A Playtest! Revival of the Homebrew Playtest Services: The +5 Returning C

    Let me... rewrite my Corpse Knight class, and I'll give you an angelic gunslinger.

    A zombie angel gunslinger.

    You did say France and the Wild West are pretty much the same thing in your setting, right?
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    Default Re: NPC For A Playtest! Revival of the Homebrew Playtest Services: The +5 Returning C

    Quote Originally Posted by Kane0 View Post
    Edit: Ill have a level 4 magus and level 4 artificer ready to throw around hopefully by tomorrow afternoon. You can use either one you like.
    Nice. Not too familiar with how the normal artificer in play is, I gotta say. Do those two classes function well as a duo?

    And yes. Cypretini is a country that mixes France with the Old West. It's one of the places were guns appear most often. A zombie angel gunslinger sounds cool.
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    Default Re: NPC For A Playtest! Revival of the Homebrew Playtest Services: The +5 Returning C

    I think I can put together the two to work as a pair.

    Edit: Basics of their Character Sheets done, will be working into stat blocks tomorrow.

    Artificer!
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    Kurt the Creative
    Chaotic Good Angel (Raphai) Artificer 4
    Medium Humanoid
    28 HP
    Initiative +3
    Speed 30 ft
    Armour Class 18 (+1 BAB, +3 Dex, +4 Armor), touch 14, flat-footed 15
    Base Attack Bonus/Grapple +3/+3
    Attack Launcher +7 (1d10) or Dagger +4 (1d4)
    Full Attack Launcher +7 (1d10) or Dagger +4 (1d4)
    Space/Reach 5 ft/5 ft
    Special Attacks
    Launcher: Can lob potions, flasks, or any other appropriately sized and shaped item via launcher as special ammo. Deals damage as the item would, or as an improvised bullet if not.
    Special Qualities
    Low Light Vision: 60' range?
    Glide: Can use wings to move up to 20' horizontally for every 5' descent, and takes no fall damage while gliding.
    Angelic Craftmanship: Can craft items one tier higher
    Saves Fort +3, Ref +4, Will +2
    Abilities Str 10, Dex 16, Con 14, Int 17, Wis 10, Cha 8
    Skills Craft/Profession +11, Disable Device +9, Perception +4, Know(All) +4, Spellcraft +6, UMD +9
    Feats
    Toughness: Bonus 2hp per level
    Rapid Reload: Can reload launcher as swift action
    Craft Wondrous Item: Can create Wondrous Items

    Treasure
    Mwk Chain Shirt, Mwk Dagger, Mwk Launcher, Travellers Crafting Kit, Alchemist Fire x2, Acid Flask x2, Holy water x1, Assorted alchemical Ingredients in belt pouches, Bolts x40, Travel Pack & Rations, Workbook (Contains Crafting Recipes & Spells)

    Spell list: Prestidigitation, Detect Magic, Mending, Acid Splash, Mage Armor x1, Expedious Retreat x1, Grease x1, Identify x1, Web x1, Glitterdust x1

    Resolve:
    Works identically to Evasion, but functions for Will saves.

    Armored Mage (Light):
    Can cast spells in light armor with no ASF

    Craftmanship:
    10% less time and cost to create items, no materials lost on failure

    Trapworking:
    Can use the Disable Device skill on Magic traps and locks


    Magus!
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    Remus Tide
    Neutral Good Human (Soldier) Magus 4
    Medium Humanoid
    39 HP
    Initiative +1
    Speed 30 ft
    Armour Class 18 (+1 BAB, +1 Dex, +4 Armor, +2 Dodge), touch 14, flat-footed 15
    Base Attack Bonus/Grapple +3/+6
    Attack Greatsword +10 (2d6+2) or Dagger +9 (1d4 + 1)
    Full Attack Greatsword +10 (2d6+2) or Dagger +9 (1d4 + 1)
    Space/Reach 5 ft/5 ft
    Special Attacks
    Special Qualities
    Bloodline: Soldier: Tread BAB as HD for qualifying for feats
    Saves Fort +4, Ref +2, Will +1
    Abilities Str 17, Dex 12, Con 14, Int 14, Wis 10, Cha 8
    Skills
    Athletics (Jump + Climb) +8, Know (Arcana, Local, History) +6, Perception +4, Diplomacy +7, Intimidate +8, Spellcraft +9, Survival +4
    Feats
    Toughness: Bonus 2 HP per level
    Weapon Focus (Greatsword): +1 to attack with Greatswords
    Combat Casting: +4 to concentration checks from taking damage

    Treasure
    Mwk Greatsword, Mwk Chain Shirt, Spellbook, Travel Pack & Rations, Dagger

    Spell list: Prestidigitation, Acid Splash, Arcane Mark, Detect Magic, Magic Missile x1, Enlarge Person x1, Grease x1, Shocking Grasp x1, Touch of Idiocy x1, Blur x1

    Maneuvers:
    *Stance of Focus (+2 Attack, -2 Damage for weapon attacks) Calculated above
    *Nightmare Strike: Strike deals +1d6 damage and on successful CMB check target becomes flatfooted for one round
    Douse the Flames: Strike denies target taking AoOs for one round
    Stone Bones: Strike grants initiator DR 5/- for one round

    Maneuvers:
    One expended maneuver of the Magus' choice can be recovered upon successful casting of a spell. The Magus cannot change maneuvers readied in this way.

    Armored Mage (Light):
    Can cast spells in light armor with no ASF

    Spellstrike:
    Can deliver Touch and Ranged Touch attack spells via weapon strike.

    Might & Magic I:
    Gains INT bonus as Dodge bonus to AC

    Mettle:
    Works identically to Evasion, but functions for Fortitude saves.


    Story & Tactics
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    Kurt and Remus have known each other for some time, and have worked with each other more than once.

    Kurt hails from a small village/town with an established means of educating arcane casters, but could not devote himself entirely to these studies and was often torn between these studies and practicing more martial disciplines with the local guard and militia. By the time he (barely) graduated Kurt was a passable warrior, and sent himself on his way around the local countryside taking up risky work that adventurers often do.

    Remus on the other hand has spent most of his life at his family's holiday house outside of another small village/town inventing, concocting and tinkering. He occasionally sold his creations to the locals to keep himself financial and has been known to take up advertised jobs for a chance to get out and experience the world and its wonders. But mostly for the money and inspiration for more wacky items to fill his workshop with. Remus always brings along his portable crafting kit for various things he may need to make on the job.

    Currently the two have accepted a job to do XYZ, and can likely be encountered en route, stopping off somewhere along the way or waiting at their objective. Their goals may or may not clash with those of the PCs.

    The pair always attempt parley first, but should they need to fight, they will almost always pick a time and place they are comfortable doing so, using their buff spells and positioning themselves in order to maximise on their grease, web and Glitterdust spells they cast when initiating combat. During the fight, Kurt will alternate between spells like shocking grasp and Touch of Idiocy delivered through his greatsword and his Nightmare Strike maneuver to bring down opponents as fast as possible.
    Remus will support at range with his launcher, using mostly bolts but judiciously using his alchemist fire on any grease present and his flask of acid and other spells if necessary.

    If the enemy retreats, the pair will likely not pursue, firing Magic Missiles and bolts to see them off. Unless their opponents have something they want.

    Last edited by Kane0; 2013-01-20 at 04:36 PM.
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    Default Re: NPC For A Playtest! Revival of the Homebrew Playtest Services: The +5 Returning C

    The next session will most likely be next Saturday, as Zenkiki's player is available again after a long hiatus. Pjotr's player will be unavailable, so the baron plot won't be advancing, sadly.

    I think I got some good opportunities for two, maybe three of the ones posted so far.
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    Default Re: NPC For A Playtest! Revival of the Homebrew Playtest Services: The +5 Returning C

    Also, one build tells very little about the class, so if you need any npcs, hit me with the overall concept of their abilities and I will build something for you.

    Feel free to be obtusely specific too. The class is very flexible.
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    Default Re: NPC For A Playtest! Revival of the Homebrew Playtest Services: The +5 Returning C

    I'm probably going to be making an enforcer of ethics and morality(either very gentle or very harsh depending on alignment).

    Thus I should like to know what alignment you would most need such an NPC for? Thinking a Lawful servant of the Baroness might work, but I may need to know if it should be G/N/E to make the character work.

    They will be best out of combat, in a social setting.
    Last edited by DracoDei; 2013-01-13 at 07:23 PM.
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    Default Re: NPC For A Playtest! Revival of the Homebrew Playtest Services: The +5 Returning C

    My two guys are up and ready to go. I don't know how they might be encountered so I made it as versatile as I could.

    They should be a nice challenge, but not impossible.
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    Default Re: NPC For A Playtest! Revival of the Homebrew Playtest Services: The +5 Returning C

    Thanks, Kane.

    Quote Originally Posted by Draken View Post
    Also, one build tells very little about the class, so if you need any npcs, hit me with the overall concept of their abilities and I will build something for you.

    Feel free to be obtusely specific too. The class is very flexible.
    Hmmm... well, in that case a couple of them could serve as an enemy party of adventurers? Like a tank, a controller, a healer/buffer and a damage-dealer quatro. What do you think?

    Quote Originally Posted by DracoDei View Post
    I'm probably going to be making an enforcer of ethics and morality(either very gentle or very harsh depending on alignment).

    Thus I should like to know what alignment you would most need such an NPC for? Thinking a Lawful servant of the Baroness might work, but I may need to know if it should be G/N/E to make the character work.

    They will be best out of combat, in a social setting.
    It's not a Grace-Gift, is it?

    The Baroness is probably either Lawful Neutral, Neutral, or Neutral Good. I haven't really decided yet, but she borders on both Lawful and Good. She may help the players, but not go out of her way to do so (certainly not anything that'd require her to go away from her town). The two barons who hate Pjotr are likely LE/LN, and the Jotun baron probably CG/CN (but not actively opposing the LE/LN barons, he'd be jovial and good-natured, but lazy).
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    Default Re: NPC For A Playtest! Revival of the Homebrew Playtest Services: The +5 Returning C

    Quote Originally Posted by Morph Bark View Post
    Thanks, Kane.



    Hmmm... well, in that case a couple of them could serve as an enemy party of adventurers? Like a tank, a controller, a healer/buffer and a damage-dealer quatro. What do you think?
    Sounds like my current party in an IRC campaign. Except we only have three evos, a damage dealer, a tank and a healer. Fourth and fifth characters are a Magical Girl (Selinia's, but Selinia herself is playing our Evo tank) and a swordsage.

    I will build the group in a few hours. Might make them all based on Spiderman villains or something similarly amusing.

    Ok. Lets do this.

    Alexander, The Iron Bull, CR 4
    This ogre-like man boasts a pair of bull horns on his head and some rather massive fists, he looks quite angry for no apparent reason.
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    Medium Humanoid (Human)
    True Neutral Soldier Human Evolutionist 4
    Init +3; Senses Normal; Listen +1, Spot +1
    Languages One language.
    - - - - - - - - - - - - - - - - - - - -
    AC 21 (+2 Dex, +4 Natural, +5 Chain Shirt), touch 12, flat-footed 19
    Damage Reduction 3/magic.
    hp 37 (4 HD)
    Fort +5, Ref +4, Will +4
    - - - - - - - - - - - - - - - - - - - -
    Speed 40 ft.
    Melee Gore +9 (1d6+7)
    Melee 2 Slams +9 (1d6+5)
    Space 5 ft Reach 5 ft
    Base Atk +4 Grp +9
    Atk Options Goring Charge +9 (2d6+14), Bash +9 (2d6+10)
    - - - - - - - - - - - - - - - - - - - -
    Abilities Str 20, Dex 14, Con 14, Int 10, Wis 12, Cha 8
    Feats Construct Mutator, Mounted Combat, Improved Unarmed Strike (B), Ride-by Attack.
    Skills Jump +14, Listen +10, Ride +16 (can take 10 at any time).
    Human Bonuses applied to Listen and Ride.
    Possessions Chain Shirt +1, other assorted items.
    - - - - - - - - - - - - - - - - - - - -
    Monster Sage (Ex): Alexander would be very knowledgeable on matters of assorted beasts... If he were particularly knowledgeable about anything at all.

    Mutations: Alexander has 15 mutations.
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    Basic:
    Evolve Combat Instinct: 2
    Evolve Fortitude: 1
    Evolve Reflexes: 1
    Evolve Will: 1
    Evolve Resilience: 2
    Evolve Grace: 1


    Innate:
    Natural Armor: 2
    Natural Weapon: 2 (Gore, Slam)
    Powerful Form: 2
    Integrated Tools: 1 (Ride)

    Extraordinaire:
    Bash: 1
    Damage Reduction: 1

    Supernatural:
    -

    Spell-like:
    -

    Psi-like:
    -


    Teratomorphisms: Alexander has one teratomorphism.
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    Rank I:
    Tauric Body: Alexander still has two legs, but he is quite blocky, like an oversized dwarf.

    Rank II:


    Rank III:


    Rank IV:


    Rank V:


    Rank VI:


    Strategy
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    Very straightforward. Alexander will try to charge opponents to gore them with his horns and then keep going to be in range to charge again next turn.

    If his opponents get close and prevent him from charging, Alexander will switch to bashing, which results in a slight damage decrease.

    Once per round, Alexander can use a ride check to prevent a single attack against himself, he can take 10 on this check, for a total result of 26. He is likely to reserve this option to block touch attacks.



    Maximillian, The Lightning, CR 4
    The man's manic gaze and twitchy movements only keep your attention until the first sparks of electricity jolts off from his body, he keeps pacing around and simply doesn't seen to want to stand still.
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    Medium Humanoid (Human)
    Chaotic Neutral Highlander Human Evolutionist 4
    Init +10; Senses Normal; Listen +5, Spot +5, Search +5
    Languages Two languages.
    - - - - - - - - - - - - - - - - - - - -
    AC 21 (+4 Dex, + Natural, +5 Chain Shirt, +2 Dodge), touch 16, flat-footed 15
    Uncanny Dodge.
    Energy Resistance Electricity 5
    hp 29 (4 HD)
    Fort +5, Ref +7, Will +4
    - - - - - - - - - - - - - - - - - - - -
    Speed 40 ft. (30 base + 10 enhancement)
    Melee 2 Unarmed Touches +3 (2d6 Electricity)
    Ranged Elemental Lance +9 (60 feet range, 4d6 Electricity)
    Space 5 ft Reach 5 ft
    Base Atk +4 Grp +3
    Atk Options Breath Weapon (20 ft cone, 4d6 electricity, DC 16), Shockwave (10 feet radius, 1d4+4, Reflex DC 16 and resisted Dexterity check, Maximillian has a +6 bonus to this check)
    - - - - - - - - - - - - - - - - - - - -
    Abilities Str 8, Dex 18, Con 14, Int 13, Wis 12, Cha 10
    Feats Improved Unarmed Strike (B), Elemental Mutator, Point Blank Shot, Improved Initiative, Run (B).
    Skills Balance +15, Escape Artist +13, Knowledge (The Planes) +8 (+12 to identify elementals and outsiders), Tumble +15
    Human Bonus applied to Balance and Tumble.
    Possessions Chain Shirt +1, other assorted items.
    - - - - - - - - - - - - - - - - - - - -
    Monster Sage (Ex): Maximillian knows a lot about planar creatures, I suppose.

    Mutations: Maximillian has 15 mutations.
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    Basic:
    Evolve Combat Instinct: 2
    Evolve Fortitude: 1
    Evolve Reflexes: 1
    Evolve Will: 1

    Innate:
    Evolve Grace: 2
    Extra Sense: 2

    Extraordinaire:
    Energy resistance: 1 (Electricity 5)

    Supernatural:
    Elemental Attack: 2 (Unarmed Strike: Electricity x2)
    Elemental Lance: 1
    Shockwave: 1
    Speed of the Wind: 1

    Spell-like:
    -

    Psi-like:
    -


    Teratomorphisms: Maximillian has one teratomorphism.
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    Rank I:
    Heart of Air: Static energy arces visibly along Maximillian's body.

    Rank II:


    Rank III:


    Rank IV:


    Rank V:


    Rank VI:


    Strategy
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    Maximillian will move at least 35 feet on every round to keep Heart of Air active (otherwise his ac drops by 2), he is primarily a ranged attacker and will try to stay within 60 feet of his target to pelt him with Elemental Lances.

    If an opponent enters melee range, Maximillian will use his Breath Weapon on the enemy and then release a shockwave (which is a swift action) before dashing out of melee range, if his breath weapon is on cooldown, he will use shockwave, run out and shoot an elemental lance.



    COMING SOON.

    Kent 'Enigma' Grey, CR 4
    A regal man with an air of mistery.
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    Medium Humanoid (Human)
    Highborn Human Evolutionist 4
    Init +8; Senses Normal; Listen +0, Spot +0
    Languages Two relevant languages.
    - - - - - - - - - - - - - - - - - - - -
    AC 17 (+2 Dex, +5 Chain Shirt +1), touch 12, flat-footed 15
    hp 29 (4 HD)
    Fort +5, Ref +4, Will +3
    - - - - - - - - - - - - - - - - - - - -
    Speed 30 ft.
    Melee Unarmed Strike +1 (1d3-1 damage)
    Ranged: Solar Blast +4 (4d4* damage + blindness), Web +4 (entangle)
    *4d8 damage to undead and light-sensitive creatures, 4d12 damage to light-sensitive undead.
    Space 5 ft Reach 5 ft
    Base Atk +2 Grp +1
    Atk Options Solar Blast, Web.
    - - - - - - - - - - - - - - - - - - - -
    Abilities Str 8, Dex 14, Con 14, Int 13, Wis 10, Cha 20
    Feats: Improved Unarmed Strike, Improved Initiative, Combat Expertise, Plant Mutator, Great Changer.
    Skills: Bluff +16, Disguise+16 (+26 if using Change Shape), Knowledge (Local) +8 (+12 to identify creatures), Knowledge (Nobility & Royalty) +8 (+12 to identify... hmm... Humanoid snobles? Kind of a stretch but should apply).
    *Human Skills: Disguise and Bluff
    Possessions +1 Chain Shirt and some other crap.
    - - - - - - - - - - - - - - - - - - - -
    Monster Sage (Ex): Kent knows a lot about humanoids of many kinds.

    Mutations: has 20 mutations.
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    Basic:
    Evolve Talent - 1 (Improved Initiative)
    Evolve Fortitude - 1
    Evolve Reflexes - 1
    Evolve Will - 1

    Innate:
    Leaves - 1
    Nimble Form - 2
    Superior Grace - 2

    Extraordinaire:
    Fast Healing - 1
    Fragrance (Plant) - 1
    Nourishment - 2
    Stench - 2
    Web - 1

    Supernatural:
    Change Shape - 2
    Charm - 1
    Solar Blast - 1

    Spell-like:
    -

    Psi-like:
    -


    Teratomorphisms: Kent has one rank one teratomorphism.
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    Rank I:
    Extra Mutations: Kent has three additional mutations.

    Rank II:


    Rank III:


    Rank IV:


    Rank V:


    Rank VI:


    Strategy
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    Ok, so, on his own, this guy is a pushover.

    Actually, pushover doesn't cut it. He is pretty much roadkill.

    He becomes very useful with allies nearby however.

    First of all, enemies (everyone he doesn't bother to inoculate, actually) near Kent here take a -1 penalty to all saves and all constitution, dexterity, wisdom and charisma based skills. He is a consumate liar and excellent at disguising himself, so he works pretty well as an infiltrator of some sort too. But will likely not be lowering fort saves and constitution checks/skill checks when infiltrating, because while that effect is up, anyone nearby also needs to save or be sickened for a minute.

    In combat, Kent will try to Charm opponents to take them out of combat. The DC against this effect is 17. He will try to stay close enough only to affect his opponents with his fragrance/stench mutations. Otherwise he steers clear. He will also try to tangle his opponents with web, specially any of them who look like they might be able to charge his squishy ass.

    If the charming and webbing does not work, he will proceed to use Solar Blast to try to blind his opponents (DC 14 for the blind). If he is not in a decently illuminated area, each solar blast forces a fort save against fatigue, at a whoping DC of 4. That is, indeed, a four.

    Also, as long as he is charming and not webbing or solar blasting, he will try keep combat expertise up for an extra 2 to ac. This is not included in the combat stats because those assume he has already stopped trying to charm and started shooting the sticky white stuff all over the enemy party.

    If the rest of his group goes under, he beats it to the tune of Michael Jackson and if possible shapeshifts and pretends to be a kidnapped victim or whatever.




    Krastinov,The Hunter , CR 4
    There appears to be something inside the shadows ahead.
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    Medium Humanoid (Human)
    Saltskin Human Evolutionist 4
    Init +; Senses Uncanny Dodge; Listen +11, Spot +11
    Languages Any two.
    - - - - - - - - - - - - - - - - - - - -
    AC 18 (+5 Dex, +3 Studded Leather Armor), touch 15, flat-footed 13
    Resistances: Negative Energy 5, Positive Energy 5.
    hp 33 (4 HD)
    Fort +5, Ref +8, Will +3
    - - - - - - - - - - - - - - - - - - - -
    Speed 30 ft.
    Melee Fist +4 (1d3)
    Ranged: Two Spines +10 (1d8+1 damage, plus 1d6+2 negative energy, plus 1 Con and 1 Dex damage).
    Space 5 ft Reach 5 ft
    Base Atk +4 Grp +4
    Atk Options Spines.
    - - - - - - - - - - - - - - - - - - - -
    Abilities Str 10, Dex 20, Con 14, Int 13, Wis 10, Cha 8
    Feats Improved Unarmed Strike, Undead Mutator, Point Blank Shot, Great Changer, Precise Shot.
    Skills Hide +196,Listen +11, Move Silently +19, Spot +11
    Human skills: Hide, Move Silently
    Possessions: Necklace of Natural Weapons +1, Studded Leather Armor, assorted crap.
    - - - - - - - - - - - - - - - - - - - -
    Monster Sage (Ex): Krastinov isn't very good at identifying anything, truth be said. He just kills them.

    Mutations: has 20 mutations.
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    Basic:
    Evolve Combat Instinct - 2
    Evolve Fortitude - 1
    Evolve Reflexes - 1
    Evolve Will - 1
    Evolve Talent - 1 (Precise shot)

    Innate:
    Chameleonic - 1
    Extra Senses - 2
    Nimble Form - 2

    Extraordinaire:
    Quills - 1
    Spines - 2
    Barbs - 1
    Negaton Shield - 1

    Supernatural:
    Negaton Touch - 1
    Ability Damage - 2
    Gloom - 1

    Spell-like:
    -

    Psi-like:
    -


    Teratomorphisms: has one teratomorphism.
    Spoiler
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    Rank I:
    Extra Mutations

    Rank II:


    Rank III:


    Rank IV:


    Rank V:


    Rank VI:


    Strategy
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    Played as intended, Krastinov is a TPK waiting to happen.

    Gloom surrounds him with permanent darkness. This means he can always hide. And he is pretty good at hiding too.

    His strategy is simple. Pepper the enemy with spines. Each standard action means two spines at one target or two targets get one spine each, but focus fire tends to be best.

    When a target is hit by a spine, he takes a -1 penalty to attacks, saves and skills until it is removed, which deals a bit of extra damage. They also take dex and con damage, which means that the next shots will land more easily and take a chunk off of a lower health pool.

    After shooting his two spines, he can run out of sight/range/whatever, and keep at it, he will be very difficult at this level, given an optimal position if solo. With his group, he is a primary threat and probably calls the shots on who is being focused to die.


    Last edited by Draken; 2013-01-27 at 05:51 PM.
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    Default Re: NPC For A Playtest! Revival of the Homebrew Playtest Services: The +5 Returning C

    Quote Originally Posted by Morph Bark View Post
    It's not a Grace-Gift, is it?
    Nope, Guardian of Minds, my NPC class. Will have a one or two custom magic items, simply because they make sense for his job and are weak/interesting enough that they shouldn't give you any problems.

    What having been said, why the ? The complexity of Grace-Gifts in play?
    Quote Originally Posted by Morph Bark View Post
    The Baroness is probably either Lawful Neutral, Neutral, or Neutral Good. I haven't really decided yet, but she borders on both Lawful and Good. She may help the players, but not go out of her way to do so (certainly not anything that'd require her to go away from her town). The two barons who hate Pjotr are likely LE/LN, and the Jotun baron probably CG/CN (but not actively opposing the LE/LN barons, he'd be jovial and good-natured, but lazy).
    I'll make him Lawful Neutral then, so you can slip him in the most places. It wouldn't be that hard to change.
    Last edited by DracoDei; 2013-01-14 at 03:26 PM.
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    Default Re: NPC For A Playtest! Revival of the Homebrew Playtest Services: The +5 Returning C

    This is my first time typing up this format of stat-block. Tell me if I did anything wrong.

    THIS IS NOT THE VERSION TO BE USED FOR PLAYTEST. THIS IS THE ORIGINAL VERSION.

    Sharum Wheat, ECL 5, CR 5

    The Backstory
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    Sharum was born of humble birth to peasant farmers. In her early teens she discovered a gift for talking to people, and started to see strange colors around some people. Concerned, she went to a local cleric to see what might be going on. He quickly recognized her talent, and offered her and her parents to give her a stipend to live near the gaurd-post nearest the marketplace so she could help gently guide those who strayed back to the true path. In awestruck fear she quickly accepted, lest the gods take their wrath upon her for wasting the rare gift they had bestowed upon her.

    In fact so diligently did she apply herself over the years that many years later she was noticed by the ruler of the area she dwelt in and offered service by their side to measure the hearts of those who would speak to him. She accepted this, once again afraid of wasting the gift she had been given, and bid a tearful farewell to everything she knew. Several more years later she is an accomplished diplomat and her ability to read hearts has only increased. Many have tried to subvert her with sly words or subtle magics, to date, all have failed. She was, however, once briefly tricked by someone who had drunk a Philter of Glibness.

    Her greatest limitation is her lack of facility with languages.

    She also feels a smoldering potential within her for even greater things, but it seems locked away behind a barrier that only gravest need may unlock. She has read stories of her kind performing great deeds in crises, and suspects the nature of this power, but does not know for sure.


    The Build
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    The Basics
    Medium Humanoid (human), LN
    Female Human Guardian of Minds
    Build progression: Guardian of Minds 5
    Advancement: More of the same.

    Senses
    Initiative: +1
    Senses: Listen +2, Search +0, Sense Motive +15(+17 when under effects of Incense Burner of the Diplomat), Spot +2
    Languages: Common

    Defenses
    Armor Class: 17(+1 Dex, +2 Masterwork Shield*, +4 Masterwork Chain Shirt*), touch 11, flat-footed 16*
    *These items may not normally be worn at court, so her AC may vary.
    Hit points: 22 (32 while under the effects of Overt Heroics)
    Saves: Normal: Fort +8, Ref +6, Will +10[+11 with Incense Burner of the Diplomat]

    Overt Heroics: Fort +13, Ref +6, Will +12[+13 with Incense Burner of the Diplomat]
    Immune to Mundane Fear normally. Immune to ALL Fear when under either option of Moral Champion (Overt Heroics or Subvert the Invader)
    Offenses
    Speed: 30 ft
    Size/Reach: 5 ft/5 ft
    Melee: Masterwork Cold Iron Morning Star +2 Melee (1d8-1)

    Overt Heroics: Masterwork Cold Iron Morning Star +7 Melee (1d8+1)
    Ranged: Masterwork Light Crossbow +4 Ranged [80'] (1d8, 19-20)

    Overt Heroics: Masterwork Light Crossbow +4 Ranged [80'] (1d8, 19-20) (1d8+1)
    Bolts: 20 Normal, 10 Cold Iron, 10 Alchemical Silver, 5 Bolts +1
    Attack options: None unusual
    BAB: +2 (+5 Overt Heroics); Grapple: +1 (+6 Overt Heroics)

    Feats, Skills and Special Qualities
    Ability scores: Str 8 (Overt Heroics 12), Dex 13, Con 12(Overt Heroics 16), Int 10, Wis 14, Cha 16
    Flaw: None
    Feats: Negotiator, Iron Will, Skill Focus (Sense Motive)
    Skills:

    []'s are additional modifier when under effects of Incense Burner of the Diplomat
    Normal:
    Bluff +3[+2], Diplomacy +13[+2]/+15[+2] when Knowledge{Nobility and Royalty} is relevant, Disable Device n/a(+5), Gather Information +8[+10], Knowledge(Nobility and Royalty) +8, Knowledge(Religion) +6, Intimidate +8, Sense Motive +15[+17]
    Subvert the Invader:
    Bluff +8[+2], Climb +4, Diplomacy +13[+2]/+15[+2] when Knowledge{Nobility and Royalty} is relevant, Disable Device +7, Gather Information +8[+10], Hide +6, Knowledge(Nobility and Royalty) +8, Knowledge(Religion) +6, Intimidate +8, Move Silently +6, Open Lock +7, Sense Motive +15[+17], Swim +4
    ((Note to self: Have Subvert The Invader apply to Forgery when re-writing class))
    Skill tricks: None

    Equipment
    Armor(Not normally worn at court): Masterwork Chain Shirt, Masterwork Large Steel Shield
    Weapons(GMs discretion what if anything carried at court): Masterwork Cold Iron Morning Star, Masterwork Light Crossbow (20 Normal Bolts, 10 Cold Iron Bolts, 10 Alchemical Silver Bolts, 5 Bolts +1)
    Worn items:
    Headband of Mind-Shielding (Never removed, even when sleeping or bathing, minor magics keep area under it clean and prevent rash)
    Continuous function item as per the second property of Protection from Chaos(and, for references purposes, Protection from Evil), slightly rephrased for clarity this give us: Blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for as long as the item is worn (and not surpressed, for instance by Dispel Magic, or Anti-Magic Field). If the itme is removed or surpressed before the effect granting mental control ends, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This effect works regardless of alignment. Market Price: 1,000 GP

    Cloak of Resistance +1*, Nobles Outfit, Signet Ring, 175 GP worth of jewelry (Two spare Nobel's Outfits and 3 Traveler's Outfits in Wardrobe in room).

    *If you find her over-equipped, this would be the item to drop.
    Tools:
    Incense Burner of the Diplomat: Once per week, when special incenses worth 50 gp are burned within this incense burner and a single individual spends 8 hours breathing the smoke nearby, they are granted a +2 resistance bonus to will saves, and a +2 competence bonus to the following skills: Bluff, Diplomacy, Gather Information, and Sense Motive.

    The effects last 4 hours after the 8 hour activation period is completed.
    Market Price: 750 GP


    1 potion of Cure Serious Wounds, 1 potion of Cure Moderate Wounds, 3 blocks of 50 GP incense for burner, Masterwork Thieves Tools some of which (mostly the lock-picks) are hidden in secret pockets sewn into all clothing... only one set of tools (must be moved between sets being worn), Sealing Wax, 20 sheets of fine paper, 3 vials black ink, 1 vial red ink, 5 quill pens, wooden writing board with, ink-holder and decoratively carved back surface (Only when expecting to need to write something when away from a desk, value 2 GP), 2 scroll cases.


    Special Abilities
    Aura(Ex): Aura of Law as per 5th level cleric of a Lawful god.

    Detect Alignment(Sp): Can use Detect Law and Detect Chaos at-will. Caster level 5.

    Moral Champion(Su): (Slightly Edited from original version)Choose one of the following each time you activate this ability:
    Subvert the Invader: Gain class level as competence bonus to Bluff, Climb, Disable Device, Hide, Move Silently, Open Lock, and Swim. You also are under the effects of Undetectable Alignment. All of these effects last a number of days equal to class level and you may use them untrained in that period. This version of this ability may be activated as a Full-Round action.
    Overt Heroics: BAB changes to Full, Fortitude saves to Good, and gain benefits (but NOT drawbacks) of Barbarian rage for 1 minute per class level. Fatigued for 24 hours afterward. This version of this ability may be activated as an immediate action.
    More specifically this has the following effects: the Guardian of Minds temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves. The increase in Constitution increases the barbarianís hit points by 2 points per level, but these hit points go away at the end of the rage when her Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) Overt Heroics lasts 5 minutes (1 minute per class level). A Guardian of Minds may prematurely end her Overt Heroics. At the end of Overt Heroics, the Guardian of Minds loses the Overt Heroics modifiers and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, canít charge or run) for the next 24 hours (unless she is a 20th-level Guardian of Minds, at which point this limitation no longer applies).

    Aura of Courage (Su): Immune to mundane fear. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against mundane fear effects. While her moral champion ability is active, this also applies to magical fear. This ability functions while the guardian of minds is conscious, but not if she is unconscious or dead.

    Divine Grace (Su): Gains a bonus equal to her Charisma bonus (if any) on all saving throws. This does not stack with the similar class features of a paladin, crusader, black-guard, or other such class(es).


    Tactics
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    In a straight up fight she prefers to hang back and use crossbow bolts to support the royal guards. If melee seems unavoidable she will take the time to equip her shield and draw her morning star before engaging. Given the protected life she leads, any encounter that challenges very much at all will lead her to activate the Overt Heroics sub-ability of Moral Champion if she has it available.

    At court she will wait until her ruler directs her to speak openly, and will simply whisper to her ruler if she has some insight to the situation. She uses her two SLAs freely.

    When mingling she is much more active, and is not afraid to insinuate herself into the conversations of others. She is only slightly more restrained in her use of her SLAs, and considers any objection to this to be a sign of either a lack of understanding of the realities of life, or a weak sense of ethics.

    Should the situation warrant it, she is not afraid to get back to her roots and go out among the common folk with fancy hat to hide her jeweled protective headgear.

    She saves her incense burner for negotiations critical enough that she is reasonably sure she will not have a more pressing need within the week. A local perfumer can make the incense blocks on reasonably short notice, so she does not waste her employer's funds by keeping too many on hand at once.

    It would take a great emergency for her to manifest her Subvert the Invader ability, but something as mechanically simple as a great enough need for a single Bluff check could qualify.


    Sources and Adaptation Only non-Core sources listed
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    Guardian of Minds: http://www.giantitp.com/forums/printthread.php?t=121215
    Headband of Mind-shielding and Incense Burner of the Diplomat are original to this post.
    Last edited by DracoDei; 2013-01-22 at 01:20 AM.
    [Public Service Announcement]P.E.A.C.H stands for Please Examine And Critique Honestly[/Public Service Announcement]
    Currently Running: Equestria Begins (A High Tactics campaign)
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    My Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.

  25. - Top - End - #25
    Colossus in the Playground
     
    Eldan's Avatar

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    Switzerland
    Gender
    Male

    Default Re: NPC For A Playtest! Revival of the Homebrew Playtest Services: The +5 Returning C

    I could throw up a few Arcane casters if you want, using my system. Sorcerers or wizards and of pretty much any lore specialization. I know them well enough that I can do it pretty quickly. Unless you think they aren't quite interesting enough. It's more of a fix than an original homebrew, after all, even if they can throw the odd curveball with their arcana.
    "Welcome to my parlour, said the spider to the sky."

  26. - Top - End - #26
    Troll in the Playground
     
    PirateGuy

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    Default Re: NPC For A Playtest! Revival of the Homebrew Playtest Services: The +5 Returning C

    Let me see if I got this right. Feel free to comment if you have any suggestions or spot any mistakes.
    Clarissa Sangfroid, Dhampir Stalker. ECL 4/CR 4
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    The woman before you mostly appears human... but her ivory skin is far too deathly pale. Scarlet hair adorns her head, that reminds you of silk soaked in blood. Tight studded leather clings to her lithe figure, and a heavy cape hangs over her back. She wields a blade in each hand, and several more spares hang from her belt.

    Clarissa primarily works as a mercenary, fighting for gold. Usually she serves as a bounty hunter, stalking and taking down wanted criminals with prices on their heads. She might also be hired as a guard for a merchant caravan, or some important visitor. Your players might encounter her if they were hired for the same job... or if they managed to incur bounties for their deaths.

    Lawful Neutral Human Trissociate 4
    Size/Type (Subtype): Medium Humanoid
    Hit Dice: 4d6 + 8 Con bonus + 4 Stalker Bonus (28 hp)
    Initiative: +3
    Speed: 30 ft
    Armour Class: 16 (+3 Dex, +3 Mwk Studded Leather), touch 13, flat-footed 13
    Base Attack Bonus/Grapple: +3/+4
    Attack: Mwk Dragonfang Shortsword +7 Melee (1d6+3/19-20/◊2) [+1 Acid]
    Natural Weapon: Slam +6 Melee (1d6)
    Full Attack (1 Shortsword): Mwk Dragonfang Shortsword +7 Melee (1d6+3/19-20/◊2) [+1 Acid] and Slam +1 Melee (1d6)
    Full Attack (1 Shortsword + 1 Dagger): Mwk Dragonfang Shortsword +5 Melee (1d6+3/19-20/◊2) [+1 Acid] and Cold Iron Dagger +4 Melee (1d4+3/19-20/◊2) (Additionally, the Dagger is usually pre-poisoned with Greenblood Oil)
    Full Attack (2 Shortswords): Mwk Dragonfang Shortsword +5 Melee (1d6+3/19-20/◊2) [+1 Acid] and Mundane Crystal Shortsword +4 Melee (1d6+3/19-20/◊2)
    Special Attacks: Sublime Maneuvers, Sorcerer Spells
    Special Qualities: Darkvision 60 ft, Fast Healing 1 (Up to 40% of max HP or 11 HP), Fortification 20%, DR 2/Silver and Magic, Half-Undead Immunities, Half-Undead Bonus to Saves
    Other Class Features: Mastery Points: 4, Trissociate Bonus +1, Average Skill: Tumble, Sublime Points (Recovery): 12 (2)
    Saves: Fort +3, Ref +7, Will +3
    Abilities: Str 10, Dex 16, Con 14, Int 12, Wis 8, Cha 13
    Skills: Survival 7 (+6), Spot 7 (+6), Concentration 7 (+9), Tumble 7 (+10), Hide 7 (+10), Move Silently 7 (+10), Jump 7 (+10 including Boots of Agile Leaping), Balance 5 (+8)
    Skill Tricks: Extreme Leap
    Feats: B: Track, H: Two Weapon Fighting, 1: Shadow Blade, 3: Weapon Finesse


    Project Epsilon Stat Block
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    For the Project Epsilon campaign setting:
    • She would best be served by the Saltskin bloodline to boost Dex (and hence AC, To Hit, Damage and skills)
    • Her Versatility selected skills for +2 bonus would be: Jump and Concentration.
    • Her selected martial weapon would likely be a ranged weapon. E.g. a longbow.

    This modified stat block reflects these changes:

    Size/Type (Subtype): Medium Humanoid
    Hit Dice: 4d6 + 8 Con bonus + 4 HP/HD Stalker Bonus (28 hp)
    Initiative: +4
    Speed: 30 ft
    Armour Class: 17 (+4 Dex, +3 Mwk Studded Leather), touch 14, flat-footed 13
    Base Attack Bonus/Grapple: +3/+4
    Attack: Mwk Dragonfang Shortsword +8 Melee (1d6+4/19-20/◊2) [+1 Acid]
    Natural Weapon: Slam +7 Melee (1d6)
    Full Attack (1 Shortsword): Mwk Dragonfang Shortsword +8 Melee (1d6+4/19-20/◊2) [+1 Acid] and Slam +2 Melee (1d6)
    Full Attack (1 Shortsword + 1 Dagger): Mwk Dragonfang Shortsword +6 Melee (1d6+4/19-20/◊2) [+1 Acid] and Cold Iron Dagger +5 Melee (1d4+4/19-20/◊2) (Additionally, the Dagger is usually pre-poisoned with Greenblood Oil)
    Full Attack (2 Shortswords): Mwk Dragonfang Shortsword +6 Melee (1d6+4/19-20/◊2) [+1 Acid] and Mundane Crystal Shortsword +5 Melee (1d6+4/19-20/◊2)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Sublime Maneuvers, Sorcerer Spells
    Special Qualities: Darkvision 60 ft, Fast Healing 1 (Up to 40% of max HP or 11 HP), Fortification 20%, DR 2/Silver and Magic, Half-Undead Immunities, Half-Undead Bonus to Saves, Hold Breath (4x Con score)
    Other Class Features: Mastery Points: 4, Trissociate Bonus +1, Average Skill: Tumble, Sublime Points (Recovery): 12 (2)
    Saves: Fort +3, Ref +8, Will +3
    Abilities: Str 10, Dex 18, Con 14, Int 12, Wis 8, Cha 13
    Skills: Survival 7 (+6), Spot 7 (+6), Concentration 7 (+11 including Versatility), Tumble 7 (+11), Hide 7 (+11), Move Silently 7 (+11), Jump 7 (+13 including Boots of Agile Leaping and Versatility), Balance 5 (+8)
    Skill Tricks: Extreme Leap
    Feats: B: Track, H: Two Weapon Fighting, 1: Shadow Blade, 3: Weapon Finesse



    Stat Block Details
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    Treasure
    • Healing Belt [MiC] (750 gp)
    • Masterwork Acid Dragonfang Shortsword [Draconomicon] (610 gp)
    • Boots of Agile Leaping [MiC] (600 gp)
    • Runestave (Spells: Jump 3/day) [MiC, Online] (400 gp)
    • Safewing Emblem [MiC, One Use Featherfall] (250 gp)
    • Masterwork Studded leather (175 gp)
    • Greenblood Oil [Injury Poison, DC 13, 1 Con/1d2 Con] (3x100 gp) 3 bottles
    • Auran Mask [CM] (60 gp)
    • Silver Shortsword (30 gp)
    • Torch Bug Paste [Complete Scoundrel] (2x25 gp) 2 Bladders
    • Locked Gauntlet [+10 resist disarm] (8 gp)
    • Mundane Crystal Shortsword [Use Normal Iron if Crystal not in play] (2x10 gp) 2 Backups
    • Cold Iron Dagger (2x4 gp) 2 Backups

    Total: 3,261 gp (Add 39 gp in coins to give 3,300 NPC WBL)
    8
    Trissociate Mastery System
    Mastery Points (Ex): A Trissociate has a pool of Mastery points, which he can use to augment his abilities in various ways (depending on his selected Focus and Associations). A Trissociates has a maximum number of Mastery points as listed in the table above. He can restore 1/8 of his pool (rounded up) for each hour of rest he takes. Hence he can completely restore his pool by resting for 8 hours, but even if his rest is interrupted, his Mastery points will be partially restored. Unless otherwise stated, any usage of his Mastery points is considered an Extraordinary ability. (Clarissa's currently has 4 Mastery Points)

    Mastery Meditation (Ex): A Trissociate can focus his mind to replenish the various spent abilities he gains from his Associations, usually (but not always) spending Mastery points in the process. Entering Mastery Meditation simply requires 5 minutes of concentration. Mastery Meditation ends when the Trissociate wants it to, although it also automatically ends whenever the Trissociate takes damage.

    While in Mastery Meditation, a Trissociate can freely channel as many Mastery points as he posesses, to recovering his Association's abilities. He cannot willingly move from his position, although he can be moved by others (e.g. if he is sitting on a cart), and as such is considered flat-footed while Meditating. Otherwise he can take any action he normally could, including casting spells.

    Trissociate Bonus (Ex): Many Mastery Talents (both learnt and automatic) provide a numerical bonus to a particular ability. The numerical bonus is based on the Trissociate bonus, which gradually improves as indicated, when the Trissociate advances. (Clarissa's Trissociate Bonus is currently +1)

    Learnt Mastery Talents (Total: 1)
    Save Boost: A Trissociate may spend 1 Mastery point as a free action to add his Trissociate bonus to all his saving throws. He can activate this talent even when it is not his turn. The effect lasts for 1 minute/Trissociate level.

    Average Skill (Ex): A Trissociate may select any one skill on his class skill list. Henceforth he can always take 10 on any skill check based off that skill, even if stress and distractions would normally prevent him from doing so. This is similiar to the Rogue's Skill Mastery Special Ability, except that it only applies to one skill. This skill selection is permanent and may not be changed barring special and intensive retraining (read: DM fiat). At each additional Focus Feature, he can pick one additional skill to which he can apply Average Skill.

    Clarissa has the following Average Skills: Tumble.


    Sublime Maneuvers
    Clarissa initiates Martial Adept Maneuvers at IL4. Her maneuvers are drawn from the Tiger Claw and Shadow Hand disciplines
    1 Stance Known: Child of Shadow
    3 Maneuvers Known (All readied): Shadow Blade Technique, Sudden Leap, Shadow Jaunt

    Sublime Point Pool: You have a pool of Sublime Points, the maximum size of which is detailed in the table above. When you initiate a Sublime association maneuver, you must spend a number of Sublime Points equal to 3 times the maneuver's level (e.g. a Level 1 maneuver would cost 3 Sublime Points to use). You cannot initiate a maneuver if the Sublime Points spent would bring your pool below 0. The Maneuver is not expended, and is ready to initiate again the next round (provided you have the Sublime Points to support it). Your Sublime Point Pool gradually replenishes itself. Once per round, at the start of your turn, add the indicated Recovery number to your Sublime Point Pool. You cannot exceed your pool's maximum size.

    Clarissa's current pool has a maximum size of 12, and a recovery rate of 2.

    Recover Sublime Points: Without needing to enter Mastery Meditation, as a free action, you may spend Mastery points to regain Sublime Points. Each Mastery point you spend provides you with 3 Sublime Points. You still cannot exceed your pool's maximum size.


    Sorcerer Spells
    Clarissa casts Sorcerer Spells at CL4
    Power Points: 5 Base + 2 Int Bonus
    Unique Power Per Day: 3
    Power List
    {table]Spell Level | Spells Per Day | Spells Known | Spell List
    0th | 2 base | 4 | Prestidigitation, Far Hand, Ghost Sound, Acid Splash
    1st | 1 base + 1 bonus Cha | 1 | Shield, Jump (from Runestave)
    [/table]

    Recover Spell (Sorcerer): You may recover an expended spell slot as if you did not cast it. This is a supernatural ability. By entering Mastery Meditation and spending Mastery points equal to the spell slot's level, you may restore an already cast spell. Level 0 spells cost no Mastery points to restore in this manner. If you are a prepared spellcaster, you may not change the spell that was prepared in that slot (this does not apply to spontaneous spellcasters).

    You can only use this to recover spell slots gained from the specified Trissociate Association. It cannot be applied to spell slots gained from other classes or Associations (although they may their own equivalent of this talent). You may accelerate the conversion process by spending more Mastery points. By spending Mastery points equal to double the spell slot's level, you may recover that spell slot as a free action, even when you are not in Mastery Meditation. Level 0 spells cost 1 Mastery point to restore in this manner.

    Half-Undead Immunities (Ex): Immune to the following
    • Non-lethal damage
    • Ability Damage: Constitution
    • Sleep Effects


    Half-Undead Bonus to Saves (Ex): +4 to Saves vs the following
    • Poison
    • Fatigue and exhaustion
    • Disease
    • Paralysis
    • Energy drain
    • Stunning
    • Death from massive damage
    • Death effects


    Undead Faster Healing: This ability can be triggered by spending 1 Mastery point as a free action and does not require Mastery Meditation. It lasts for 5 rounds, during which it increases your Undead Fast Healing amount by half your Trissociate level (round down, minimum 1). Additionally, during this time, you can Fast Heal up to 100% of your HP, regardless of your normal limit.

    E.g. Clarissa has a total of 28 HP. Normally her Fast Healing 1 can take her to a maximum of 40% of his total HP or 11.2, which is rounded down to 11. But She can spend 1 Mastery point to trigger Undead Faster Healing, which increases her Fast Healing by half her Trissociate level (in this case +2), to a total of 3. And she can Fast Heal up to her full 28 HP.


    Tactics
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    Clarissa typically uses Track to follow her quarry. She will try to use her high stealth to sneak up on her opponents, in order to get the drop on them. If given the opportunity, before starting a fight, she will try to do the following to prepare (none of these are included in stat block above):
    • If her target is susceptible to poison, she will coat her Masterwork Dragonfang dagger with Greenblood Oil (Injury Poison, DC 13, 1 Con/1d2 Con). She uses this since she is immune to Constitution damage.
    • Cast Jump (from Runestave, +10 to Jump)
    • Cast Shield (+4 AC)


    If she does not have time for all of this, she will prioritize her first round to just casting Shield, before drawing her secondary dagger (to resist disarm, she will hold her Masterwork Dragonfang Dagger in a locked gauntlet, but she needs her other hand free to cast spells).

    Even without all the preparation above, she will usually have 2 of her cold iron secondary daggers pre-coated with Greenblood Oil at all times. She can draw one, use it to poison her target, drop it, and then draw the next poisoned one. Because these daggers are fairly cheap, she does not worry about leaving them behind if she has to flee.

    In combat, Clarissa is always in a shadow hand stance to benefit from Shadow Blade, which lets her add her Dex bonus to her dagger damage. She can use Average Skill to take 10 to tumble to avoid Attacks of Opportunity without needing to roll. She can initiate Sudden Leap every round, for the first few rounds, at the cost of depleting her Sublime Point pool. Combining Sudden Leap and Tumble afford her a lot of tactical movement, but even if she does not need to get anywhere, she will still try and Sudden Leap+Tumble at least 10 feet to gain concealment with Child of Shadow. (This is a DC 20 Jump check, which she can automatically pass if she has Jump spell active.)

    If facing invisible enemies, she will use Torchbug Paste to highlight them with Faerie Fire. If targetted by enemy spells, she relies on Save Boost talent where appropriate. If tripped, she can use her Boots of Agile Leaping to stand up as a swift action. If grappled or trapped in durational area of effect spell/power, she will try to use shadow jaunt to escape. When she takes some damage, she will quickly trigger Undead Faster Healing to gain Fast Healing 2 to full HP. If despite that, her hit points drop too low, she may activate her belt of healing.

    If the fight goes badly, she will try to flee. She will again use Sudden Leap to her advantage, as well as teleport using Shadow Jaunt into hard-to-follow places.


    Miscellaneous Notes
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    • A Stalker focus Trissociate is proficient with all simple weapons, and 1 martial weapon of her choosing. She is also proficient with light armor, and with all shields (except for Tower Shields). Clarissa has chosen Shortswords as her Stalker martial weapon.
    • 16 Dexterity above is 15 base +1 ability score increase at level 4.
    • I think Her Slam attack is finessable, but not Shadow Blade applicable. If you disagree, add +3 damage to her Slam damage.
    • Among the feats listing, "B" indicates bonus Trissociate feat, "H" indicates bonus human feat, and numbers indicate the level when the feat was taken.




    Advancement: Dhampir Stalker (Based on the Trissociate class)
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    Trissociate (Stalker focus: Sublime (Point Pool), Half-Undead, Sorcerer)
    Hit Die: D6 (Additionally Stalker focus gives +1 HP per Trissociate level)

    Class Feature Progression
    Level Highest Maneuver Level Maneuvers Known Stances Known Sublime Point Pool Maximum (Recovery) Undead Fortification Undead Damage Reduction Undead Fast Healing (Max HP) So0 So1 So2 So3 So4 So5 So6 So7 So8 So9 Special
    1 1 2 1 3 (1) - - - 1/1 -/- -/- -/- -/- -/- -/- -/- -/- -/- Mastery Meditation, Armored Caster (Light), Learnt Mastery Talent 1, Undead Bonus to Saves
    2 1 2 1 6 (1) 10% 1/Silver and Magic 1 (20%) 2/3 -/- -/- -/- -/- -/- -/- -/- -/- -/- Immunity to non-lethal damage, Slam Attack, Darkvision 60 ft
    3 2 3 1 9 (2) 10% 1/Silver and Magic 1 (20%) 2/4 -/- -/- -/- -/- -/- -/- -/- -/- -/- Focus Feature 1
    4 2 3 1 12 (2) 20% 2/Silver and Magic 1 (40%) 2/4 1/1 -/- -/- -/- -/- -/- -/- -/- -/- Ability Damage Immunity 1, Immunity to Sleep Effects
    5 3 4 2 15 (3) 20% 2/Silver and Magic 1 (40%) 3/4 1/2 -/- -/- -/- -/- -/- -/- -/- -/- Learnt Mastery Talent 2
    6 3 4 2 18 (3) 30% 3/Silver and Magic 1 (60%) 3/4 1/2 1/1 -/- -/- -/- -/- -/- -/- -/- Ability Damage Immunity 2, Immunity to Poison
    7 4 5 2 21 (4) 30% 3/Silver and Magic 1 (60%) 4/4 1/2 1/2 -/- -/- -/- -/- -/- -/- -/- Focus Feature 2
    8 4 5 2 24 (4) 40% 4/Silver and Magic 1 (80%) 4/4 1/2 1/2 1/1 -/- -/- -/- -/- -/- -/- Ability Damage Immunity 3, Immunity to Disease
    9 5 6 3 27 (5) 40% 4/Silver and Magic 1 (80%) 4/4 2/2 1/2 1/2 -/- -/- -/- -/- -/- -/- Learnt Mastery Talent 3
    10 5 6 3 30 (5) 50% 5/Silver and Magic 1 (100%) 4/4 2/2 1/2 1/2 1/1 -/- -/- -/- -/- -/- Ability Drain Immunity 1, Immunity to Fatigue and Exhaustion
    11 6 7 3 33 (6) 50% 5/Silver and Magic 1 (100%) 4/4 2/2 2/2 1/2 1/2 -/- -/- -/- -/- -/- Focus Feature 3
    12 6 7 3 36 (6) 60% 6/Silver and Magic 2 (100%) 4/4 2/2 2/2 1/2 1/2 1/1 -/- -/- -/- -/- Ability Drain Immunity 2, Immunity to Energy Drain
    13 7 8 3 39 (7) 60% 6/Silver and Magic 2 (100%) 4/4 2/2 2/2 2/2 1/2 1/2 -/- -/- -/- -/- Learnt Mastery Talent 4
    14 7 8 3 42 (7) 70% 7/Silver and Magic 4 (100%) 4/4 2/2 2/2 2/2 1/2 1/2 1/1 -/- -/- -/- Ability Drain Immunity 3, Immunity to Paralysis
    15 8 9 4 45 (8) 70% 7/Silver and Magic 4 (100%) 4/4 2/2 2/2 2/2 2/2 1/2 1/2 -/- -/- -/- Focus Feature 4
    16 8 9 4 48 (8) 80% 8/Silver and Magic 6 (100%) 4/4 2/2 2/2 2/2 2/2 1/2 1/2 1/1 -/- -/- Ability Drain Immunity 4, Immunity to Death from Massive Damage
    17 9 10 4 51 (9) 80% 8/Silver and Magic 6 (100%) 4/4 2/2 2/2 2/2 2/2 2/2 1/2 1/2 -/- -/- Learnt Mastery Talent 5
    18 9 10 4 54 (9) 90% 9/Silver and Magic 8 (100%) 4/4 2/2 2/2 2/2 2/2 2/2 1/2 1/2 1/1 -/- Ability Drain Immunity 5, Immunity to Stunning
    19 9 11 4 60 (10) 90% 9/Silver and Magic 8 (100%) 4/4 2/2 2/2 2/2 2/2 2/2 2/2 1/2 1/2 -/- Focus Feature 5
    20 9 11 4 60 (10) 100% 10/Silver and Magic 10 (100%) 4/4 2/2 2/2 2/2 2/2 2/2 2/2 1/2 1/2 1/2 Ability Drain Immunity 6, Immunity to Death Effects, Timeless Body

    Other Progression
    Level Base Attack Bonus Reflex Good Save Poor Save Mastery Points Trissociate Bonus
    1 +0 +2 +2 +0 1 1
    2 +1 +3 +3 +0 2 1
    3 +2 +3 +3 +1 3 1
    4 +3 +4 +4 +1 4 1
    5 +3 +4 +4 +1 5 2
    6 +4 +5 +5 +2 6 2
    7 +5 +5 +5 +2 7 2
    8 +6/+1 +6 +6 +2 8 2
    9 +6/+1 +6 +6 +3 9 3
    10 +7/+2 +7 +7 +3 10 3
    11 +8/+3 +7 +7 +3 11 3
    12 +9/+4 +8 +8 +4 12 3
    13 +9/+4 +8 +8 +4 13 4
    14 +10/+5 +9 +9 +4 14 4
    15 +11/+6/+1 +9 +9 +5 15 4
    16 +12/+7/+2 +10 +10 +5 17 4
    17 +12/+7/+2 +10 +10 +5 19 5
    18 +13/+8/+3 +11 +11 +6 21 5
    19 +14/+9/+4 +11 +11 +6 23 5
    20 +15/+10/+5 +12 +12 +6 25 5

    Class Skills (6 + Int modifier per level): With Skill Category focus, all skills are class skills.

    Sublime (Point Pool) Skills: Add Martial Lore and the respective key skills of your 2 chosen disciplines to your Trissociate class skill list.

    Sorcerer Skills: Add Spellcraft to your Trissociate class skill list.

    Weapon and Armor Proficiency: A Stalker focus Trissociate is proficient with all simple weapons, and 1 martial weapon of his choosing. He is also proficient with light armor, and with all shields (except for Tower Shields).

    Special (Skill): You choose may choose to gain either Trapfinding (as the Rogue class feature), or the Track feat on level 1. This choice once made, is permanent. (Not included in the table above)

    Focus Feature (Skill): Whenever you gain a Focus Feature, you may select any feat that you qualify for, which falls under one of the following categories:
    *Any feat that provides a bonus to one or more skills (including skill focus and the skill affinity feats)
    *Darkstalker (Lords of Madness)
    *Certain Associate Feats, such as Insightful Binder feat for the Binder Associate
    *Alternatively, you may select Average Skill (see below)

    Average Skill:
    Requirements: Skill Category Focus Trissociate
    Special: This can only be taken as a Focus Feature, and cannot be bought using normal character feats.
    Benefit: A Trissociate may select any one skill on his class skill list. Henceforth he can always take 10 on any skill check based off that skill, even if stress and distractions would normally prevent him from doing so. This is similiar to the Rogue's Skill Mastery Special Ability, except that it only applies to one skill. This skill selection is permanent and may not be changed barring special and intensive retraining (read: DM fiat).
    Special: This feat can be selected multiple times. Each time it applies to a new skill.

    Maneuvers: Pick any 2 disciplines. If the discipline you selected requires a special feat to qualify for (e.g. certain homebrew disiplines), you must acquire that feat before learning maneuvers from that discipline. You gain maneuvers from these disciplines with your initiator level equal to your Trissociate level. Your maneuvers known and stances known are detailed in the table above. You always ready all the Sublime association maneuvers that you know (hence there is no maneuvers readied column). Unlike other Martial adepts, you may not swap out your maneuvers known when you level.

    Sublime Point Pool: You have a pool of Sublime Points, the maximum size of which is detailed in the table above. When you initiate a Sublime association maneuver, you must spend a number of Sublime Points equal to 3 times the maneuver's level (e.g. a Level 1 maneuver would cost 3 Sublime Points to use). You cannot initiate a maneuver if the Sublime Points spent would bring your pool below 0. The Maneuver is not expended, and is ready to initiate again the next round (provided you have the Sublime Points to support it). Your Sublime Point Pool gradually replenishes itself. Once per round, at the start of your turn, add the indicated Recovery number to your Sublime Point Pool. You cannot exceed your pool's maximum size.

    Other Notes: Because you ready all the Sublime association maneuvers which you know, you cannot apply the Adaptive Style feat, or the Extra Maneuver Readied feat to your Sublime association maneuvers (although you may still use it for other Martial Adept classes to which it applies). However you can still take and benefit normally from other Martial Adept Feats, such as Martial Study and Martial Stance.

    Undead Fortification (Ex): As you become more Undead-like, you become less vulnerable to precision damage. When you are struck by a critical hit, or a precision damage attack (such as sneak attack, sudden strike or skirmish), there is a chance that the critical hit or precision damage is negated and damage is instead rolled normally, as indicated by the percentage in the column. This class feature stacks with the highest fortification you currently have from one other source, to a maximum of 100%. E.g. Lets say you are a level 8 Trissociate with 45% fortification from this class feature. You also wear a suit of armor with light fortification (25%). You can stack both of these together for a total effective fortification of 70%. If you also carry a shield with light fortification, your total effective fortification is still 70%, since fortification from the shield and the suit of armor do not stack.

    Undead Fast Healing (Ex): You gain the indicated amount of fast healing as you progress. However, you are initially unable to fast heal all your HP. Instead, your fast healing brings you up to a maximum percentage of your HP (rounded down), as indicated within the brackets. E.g. Lets say we have level 1 Half-Undead primary associate. He uses maximum HP (d6) for 1st level, and has 14 Constitution, so his total HP is 8. Hence his fast healing can take him to a maximum of 20% of his total HP or 1.6, which is rounded down to 1.

    Undead Bonus to Saves (Ex): You add your Trissociate level as a bonus to saving throws against: sleep effects, non-lethal damage, poison, fatigue and exhaustion, disease, paralysis, energy drain, stunning, death from massive damage and death effects. At later levels, you gain immunity to these various effects.

    Spellcasting: You gain Charisma based spontaneous Arcane spells as a Sorcerer. Your Caster level is equal to your Trissociate level. Your spell slots and spells known at each level follow the tables above (So0-So9) and the numbers indicate Spell Slots/Spells Known. You gain bonus spell slots based on your Charisma score. Additionally, starting from level 4 and every level thereafter (not just even levels), you can swap out one spell known for another at the same level.

    Slam Attack (Ex): You gain a slam attack, if you do not already have one, whose damage follows the table below. If you already have one, you can choose to retain your old damage value, or use the appropriate value from the table below, whichever is better.

    Size Slam Damage
    Fine 1
    Diminutive 1d2
    Tiny 1d3
    Small 1d4
    Medium 1d6
    Large 1d8
    Huge 2d6
    Gargantuan 2d8
    Colossal 4d6

    Ability Damage Immunity (Ex): Select one physical ability score (Strength, Dexterity, Constitution). You gain immunity to Ability Damage to that score. Each time you gain this ability, select a different physical score.

    Ability Drain Immunity (Ex): Select one ability score (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma). You gain immunity to Ability Drain to that score. Each time you gain this ability, select a different physical score.

    Primary Automatic Mastery Talents
    Recover Sublime Points: Without needing to enter Mastery Meditation, as a free action, you may spend Mastery points to regain Sublime Points. Each Mastery point you spend provides you with 3 Sublime Points. You still cannot exceed your pool's maximum size.

    Secondary Automatic Mastery Talents (available from Trissociate level 2 onwards)
    Undead Faster Healing: This ability can be triggered by spending 1 Mastery point as a free action and does not require Mastery Meditation. It lasts for 5 rounds, during which it increases your Undead Fast Healing amount by half your Trissociate level (round down, minimum 1). Additionally, during this time, you can Fast Heal up to 100% of your HP, regardless of your normal limit.

    E.g. Lets say we have level 1 Half-Undead primary associate. He uses maximum HP (d6) for 1st level, and has 14 Constitution, so his total HP is 8. Normally his fast healing can take him to a maximum of 20% of his total HP or 1.6, which is rounded down to 1. But he can spend 1 Mastery point to trigger Undead Faster Healing, which increases his Fast Healing by half his Trissociate level (in this case +1), to a total of 2. And he can Fast Heal up to his full 8 HP.

    Recover Spell (Sorcerer): You may recover an expended spell slot as if you did not cast it. This is a supernatural ability. By entering Mastery Meditation and spending Mastery points equal to the spell slot's level, you may restore an already cast spell. Level 0 spells cost no Mastery points to restore in this manner. If you are a prepared spellcaster, you may not change the spell that was prepared in that slot (this does not apply to spontaneous spellcasters).

    You can only use this to recover spell slots gained from the specified Trissociate Association. It cannot be applied to spell slots gained from other classes or Associations (although they may their own equivalent of this talent). You may accelerate the conversion process by spending more Mastery points. By spending Mastery points equal to double the spell slot's level, you may recover that spell slot as a free action, even when you are not in Mastery Meditation. Level 0 spells cost 1 Mastery point to restore in this manner.


    Common Trissociate Class Features
    (Author's Note: this set of features is common for all Trissociates regardless of Focus or Associations selection. You probably only need to read this once, when making your first Trissociate. Hence, it has been seperated out and placed at the end, so that you can skip it if you want, for subsequent Trissociates.)

    Chosen Save (Ex): Depending on the Focus he has picked, a Trissociate has one of his saves become good (Fortitude for Battle, Reflex for Skill, Will for Mental). Besides this Focus Save, he may pick a second save to have good progression. His third save then has poor progression, unless modified by one of the Trissociate selected Associations.

    Mastery Points (Ex): A Trissociate has a pool of Mastery points, which he can use to augment his abilities in various ways (depending on his selected Focus and Associations). A Trissociates has a maximum number of Mastery points as listed in the table above. He can restore 1/8 of his pool (rounded up) for each hour of rest he takes. Hence he can completely restore his pool by resting for 8 hours, but even if his rest is interrupted, his Mastery points will be partially restored. Unless otherwise stated, any usage of his Mastery points is considered an Extraordinary ability.

    Mastery Meditation (Ex): A Trissociate can focus his mind to replenish the various spent abilities he gains from his Associations, usually (but not always) spending Mastery points in the process. Entering Mastery Meditation simply requires 5 minutes of concentration. Mastery Meditation ends when the Trissociate wants it to, although it also automatically ends whenever the Trissociate takes damage.

    While in Mastery Meditation, a Trissociate can freely channel as many Mastery points as he posesses, to recovering his Association's abilities. He cannot willingly move from his position, although he can be moved by others (e.g. if he is sitting on a cart), and as such is considered flat-footed while Meditating. Otherwise he can take any action he normally could, including casting spells.

    Adaptation: There are some character concepts for whom meditation might not be an appropriate activity. In these cases, you can replace Mastery Meditation with 5 minutes of some other suitable non-combat activity. For example, a pious character might pray for 5 minutes. Other possible activities include: martial exercises, polishing equipment, singing and dancing on the spot, howling (at the moon), or even simply resting.

    Trissociate Bonus (Ex): Many Mastery Talents (both learnt and automatic) provide a numerical bonus to a particular ability. The numerical bonus is based on the Trissociate bonus, which gradually improves as indicated, when the Trissociate advances.

    Armored Caster (Ex): When casting spells, invocations, and other similiar abilities that might be affected by Arcane Spell Failure which he gains from his Associations, a Trissociate can ignore Arcane Spell Failure from light armor, but not from shields. (Unless otherwise stated, Spell Like Abilites work normally and hence do not suffer from Arcane Spell Failure at all.)

    Learnt Mastery Talents (Ex): A Mastery Talent is a trick that costs Mastery points, and which a Trissociate can use to augment himself in some way. Some Mastery Talents are automatically known depending on his selected Associations (see Associations below). Whereas other must be learnt. This column indicates the number of Learnable Mastery Talents which a Trissociate knows.


    Learnable Mastery Talents
    Whenever a Trissociate can learn a new Mastery Talent, he selects one talent from the list below. This selection is permanent and cannot be changed, barring special and intensive retraining (read: DM fiat). Unless otherwise stated, all Learnable Mastery Talents are extraordinary abilities that are activated as a free action. The bonus each provides is an untyped bonus which stacks with everything else, but not with itself (so the same talent cannot be applied repeatedly).

    Save Boost: A Trissociate may spend 1 Mastery point as a free action to add his Trissociate bonus to all his saving throws. He can activate this talent even when it is not his turn. The effect lasts for 1 minute/Trissociate level.

    Fast Heal: A Trissociate may spend 1 Mastery point as a free action, to gain fast healing equal to half his Trissociate level (round down, minimum 1), for 5 rounds. This fast healing stacks with one other source of fast healing of his choice (changeable every round). He may choose to activate this ability even when he is dying, which automatically stabilizes him.

    E.g. Lets say a level 7 Trissociate (half Trissociate level round down is 3) is under the effect of the vigor spell which grants him Fast Healing of 2. He can activate his Trissociate Bonus Fast Healing of 3 points. He can choose to stack his Trissociate Fast Healing on top of the vigor spell for a total of 5 points of Fast Healing.

    Attack Boost: A Trissociate may spend 1 Mastery point as a free action to gain +1 to all attack rolls. The effect lasts for 1 minute/Trissociate level.

    Speed Boost: A Trissociate may spend 1 Mastery point as a free action to increase his speed for all modes of movement. The speed increase so gained, is equal to his Trissociate bonus multiplied by 5 ft. The effect lasts for 1 minute per Trissociate level.

    Skill Boost: Whenever he makes a skill check, a Trissociate may spend 1 Mastery point to gain a bonus equal to half his Trissociate level (round down, minimum 1) to that single skill check, regardless of how long the check takes (e.g. a Gather Information check may take several hours). He may also apply this bonus when he is taking 10 or 20 to that skill check (provided circumstances allow him to take 10 or 20 in the first place).

    Penetration: Whenever a Trissociate uses a spell, spell-like-ability, invocation, psionic power, psi-like-ability or soulmeld obtained from his Associations, he may spend 1 Mastery point as part of the casting / manifesting / invoking action, to add his Trissociate Bonus to caster, manifester, invoker or meldshaper level rolls, for the purpose of overcoming spell or power resistance.

    Resilience: Whenever a Trissociate uses a spell, spell-like-ability, invocation, psionic power, psi-like-ability or soulmeld obtained from his Associations, he may spend 1 Mastery point as part of the casting / manifesting / invoking action, to add his Trissociate Bonus to Dispel DC, making the effect harder to dispel. He can also apply this to the effective meldshaper level of his soulmelds, for the purposes of resisting suppression checks (e.g. Dispel Magic) and unshaping checks (Unshape Soulmeld and Soulmeld Disjunction). He may apply this bonus when he is shaping his soulmelds, and he must spend 1 Mastery point for each seperate soulmeld affected, and the effect lasts for 24 hours. Should he wish to regain the bonus beyond 24 hours, he must reshape his soulmelds and spend Mastery points again.

    Lingering: Whenever a Trissociate uses a spell, spell-like-ability, invocation, psionic power, psi-like-ability or soulmeld obtained from his Associations, he may spend 1 Mastery point as part of the casting / manifesting / invoking action, to add his Trissociate Bonus to caster level for the purpose of determining the effect's duration. Spells / powers / soulmelds whose duration is not affected by caster level (e.g. endure elements) are not affected.

    Extended Reach: Whenever a Trissociate uses a spell, spell-like-ability, invocation, psionic power, psi-like-ability or soulmeld obtained from his Associations, he may spend 1 Mastery point as part of the casting / manifesting / invoking action, to double the caster level, for the purposes of determining the effect's range. Spells / powers / soulmelds which have a fixed range (e.g. personal, touch) are not affected.
    Last edited by JeminiZero; 2014-04-14 at 02:11 AM.
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    Trissociate 3.5 Homebrew Base Class. Mix & match abilites & templates to make virtually any sort of character!
    Emerald Legion A Mind Flayer's guide to breeding Ikea Tarrasques
    The Blob Ikea Tarrasques Redux through Fusion+Astral Seed
    Spellblade Tennis Throw out nigh infinite spells per round
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  27. - Top - End - #27
    Troll in the Playground
     
    PirateGuy

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    Default Re: NPC For A Playtest! Revival of the Homebrew Playtest Services: The +5 Returning C

    I have revised Clarissa to be Sorcerer instead of an Erudite. Feels a bit more suitable for her.

    @Zaydos: Looking through Corgan's sheet, his Astral Construct form has a flat-footed AC of 26, which is HIGHER than his normal AC. I think its supposed to be 24.
    ESPRE Super Powers Roleplay Engine: An open game RPG about super powers.
    Spoiler
    Show

    Trissociate 3.5 Homebrew Base Class. Mix & match abilites & templates to make virtually any sort of character!
    Emerald Legion A Mind Flayer's guide to breeding Ikea Tarrasques
    The Blob Ikea Tarrasques Redux through Fusion+Astral Seed
    Spellblade Tennis Throw out nigh infinite spells per round
    Sleeping Raven Infinite Blood Frenzy Nigh infinite melee damage exploit

  28. - Top - End - #28
    Titan in the Playground
     
    Morph Bark's Avatar

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    Default Re: NPC For A Playtest! Revival of the Homebrew Playtest Services: The +5 Returning C

    Tonight's the session. I hope to be running at least two NPCs of the ones so far. The test will be pretty severely limited, considering it's specific to one campaign and one situation and/or battle, but I'm hoping that just like the last time I had the Playtest Services running it will provide me with a good insight in how a class feels in play and to see if there are any bits that confuse me or seem wrong or too weak/strong in a class. It's possibly that on the mechanics side of things, there won't be any big revelations to those already familiar with the class in question, but nonetheless I'm glad I get to run it.

    You'll be hearing more later.
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  29. - Top - End - #29
    Titan in the Playground
     
    Morph Bark's Avatar

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    Default Re: NPC For A Playtest! Revival of the Homebrew Playtest Services: The +5 Returning C

    oh god

    why

    session twice as long as normal, twice as bad

    more later
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  30. - Top - End - #30
    Titan in the Playground
     
    Morph Bark's Avatar

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    Default Re: NPC For A Playtest! Revival of the Homebrew Playtest Services: The +5 Returning C

    So I used Xefas' Brass Hound and Milo's assassin yesterday, and had leads interwoven with Draken's Kozul, as well as a gang of smugglers that could consist of a variety of characters. (Heck, a gang of Evolutionists or other classes that can be build many, many ways could fit together well enough, I imagine.)

    Then my players used their special powers and this happened.

    Long story short, I decided to put the Brass Hound in a 1v1 situation with a character I figured would have trouble with him, and ended up with him totally oblitorating him, and then even removing the possibility of his return. I intend to simply return with a similar character that just utilizes a different stance and wears armour normally, but is otherwise the same.

    The assassin functioned pretty well, and I got the feel of him being pretty much like a normal rogue, just slightly different of course.

    It's possible that in the next session the PCs will have new characters, as it's gotten down to a functional TPK, but without any deaths, though some of those may soon follow.

    Some kind of socially-focused character might be necessary at this point, hm. Two of the players having been calling out that the hospital and the guards are corrupt, but they're actually not, but one of the higher-ups of the town who works closely with the baroness is and he'd capitalize on social manipulation.

    I will probably need to stat up some guards as well, considering they may want to break out Rogunel and Santos. Or at least Santos.

    Mostly though, I'm wondering how long this campaign will remain standing... it's possible we'll need to start up a new one soon.
    Last edited by Morph Bark; 2013-01-20 at 11:21 AM.
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