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Thread: The monster blood project
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2007-09-13, 08:42 PM (ISO 8601)
- Join Date
- Sep 2007
The monster blood project
Okay, this is a joint project by me and lord_gareth (mostly their work) to make a world based off the monster blood tattoo series of books. So far, two PrCs are completed (one mine, one Lord_gareth's), and there will be feats, items, base classes and the like to come in time. For a start, here are the two PrCs.
List of stuff both made and to come, by lord_gareth.
Originally Posted by gareth
The fulgar
Requirements -
B.A.B. +6
Fortitude +4 Base
Skills - Knowledge (Nature, Arcana, Dungeoneering, Religion, or the Planes) 4 ranks
Special - Must recieve an operation costing no less than 1,000 G.P. from a Butcher, placing the organs that allow their electricity into their body.
Code:Level BaB fort ref will 1 1 0 2 0 2 2 0 3 0 3 3 1 3 1 4 4 1 4 1 5 5 1 4 4 6 6 2 5 2 7 7 2 5 2 8 8 2 6 2 9 9 3 6 3 10 10 3 7 7 specials Level 1 - Treacle Dependency, Lightning Rod (2) Level 2 - Lightning Rod (4), Electricity Resistance (5) Level 3 - Lightning Rod (6) Level 4 - Lightning Rod (8), Electricity Resistance (10) Level 5 - Lightning Rod (10), Favored Enemy Level 6 - Lightning Rod (12), Static Charge, Electricity Resistance (15) Level 7 - Lightning Rod (14) Level 8 - Lightning Rod (16), Overload, Electricity Resistance (20) Level 9 - Lightning Rod (18) Level 10 - Lightning Rod (20), Electricity Immunity.
Using any of her electricity-based powers from this class (except electricity resistance) after she has missed two or more doses counts as instantly missing a dose, dealing her damage and giving her the penalty on Fortitude saves.
Lightning Rod (Ex): The Fulgar's organs allow her to store enourmous amounts of electrical energy and discharge them with a touch. There are two ways she may gain electricity - charge and absorbtion.
By spending a move action, the Fulgar may generate 1d4 charge levels on her own. If she spends a full-round action instead, she may generate up to ten levels. Regardless, she may hold no more than her maximum limit (Her levels in this class times ten), with the excess electricity being dispersed harmlessly into the air.
Instead of generating, a Fulgar may choose to absorb electricity instead. To do so, she must be hit by an electrical attack or effect that deals damage. For every point of damage her electricity resistance negates, she gains one charge level.
The Fulgar may discharge her energy with a touch. With a melee touch attack (or if she is grappling an opponent), the Fulgar may spend a charge level to deal 1d6 points of electricity damage. As her level increases, she may spend additional charge levels at once to increase this damage. A Fulgar wearing metal armor or grappling a foe wearing metal armor takes as much electricity damage as she deals, subject to her electricity resistance.
cog's notes: the cap on charges used is two per fulgar level.
Favored Enemy: One gained at 5th level, as Ranger
Static Charge: The Fulgar has learned to build up a defensive charge within herself, storing dangerous amounts of electricty near the surface. To activate this ability (a move action), she must expend five charge points. If she does, for a number of rounds equal to her levels in this class, she becomes charged with electricity, dealing 2d6 points of electricity damage to any attacker that strikes them in melee or with a metal reach weapon. Projectiles thrown or shot at her have a 50% miss chance due to sparks of lightning that swat them out of the air. Activating this ability counts as missing one dose of treacle.
Overload: By exerting extreme force of will, a Fulgar can push her electricity farther than she has any right to. Starting at level eight, once per day, she may overload her limits, delivering an electrical touch with no limit on the amount of charge she may expend at once. Immediately upon taking this action, she recieves 2d6 Con damage and effects as though she missed eight doses of Treacle (note, this does cause the effects related to missing days).
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The Stage: The stage is the signature weapon of the Fulgar, allowing them to extend the range of their dangerous electrical attacks. The Stage is actually composed of two seperate weapons, the Fuse and the Wick, both of which are bronze rods capped with copper and wrapped in copper wire.
The Wick is the shorter of the two, more of a stout metal club than anything else. It deals 1d8 Bludgeoning damage in melee and allows the any electrical attack that could be delivered as a touch (such as shocking grasp) to instead be delivered through itself as an attack roll. It has a 20x2 critical threshold.
The Fuse is a longer weapon, a five-foot rod still intended to be used in one hand. Treat the Fuse as a weapon with 5-foot reach that deals 1d6 bludgeoning damage and can channel electrical attacks just as the Wick can. The Fuse is too awkward to attack adjacent opponents.
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More info on fulgar weaponry and treacle below, courtesy of gareth:)
Originally Posted by gareth
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2007-09-13, 08:59 PM (ISO 8601)
- Join Date
- Jan 2007
- Location
- Page 666 of the DMG
- Gender
Re: The monster blood project
What a coincidence! I just picked up the first book in the series today!
I'm the Official Monk Advocate!Stuff:
Force Adept
Magician
Proud Hobgoblin slayer of the Daigo Fanclub - So glad You found your Soul Mate!
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2007-09-15, 09:57 PM (ISO 8601)
- Join Date
- Jan 2007
- Location
- Page 666 of the DMG
- Gender
Re: The monster blood project
Why isnt anyone posting? This has real potentiall in the d20 system.
I'm the Official Monk Advocate!Stuff:
Force Adept
Magician
Proud Hobgoblin slayer of the Daigo Fanclub - So glad You found your Soul Mate!
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2007-10-12, 04:31 PM (ISO 8601)
- Join Date
- Sep 2007
Re: The monster blood project
This is odd; you got the weapon names wrong. It's the fuse and stage, the pair is called the fulgaris.
Also, it's called Cathar's Treacle, not Evand's. I don't know where you got that; not the books. The explicarium is great for that.Last edited by Wiz_the_Wizard; 2007-10-15 at 04:13 PM.