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2010-09-17, 10:27 AM (ISO 8601)
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Nobodies and similar things... (3.5) (Type, plus monsters)
Yep. I've been playing Kingdom Hearts again, and decided to just repost my edited Nobody type and creatures here.
Hold off on posting for a short amount of time, because I have... Well, a lot to post.
Contents:
Post 1: Type, plus Humanoid Nobody template.
Post 2: Monsters.
Post 3: Misc.
So...
Naught Type: A Naught is a creature that has lost a part of itself and was banished to the Void in the process. Trapped in a half-life, they suffer for nigh eternity.
Features: A Naught has the following features.
-d12 hit die.
-BAB equal to 3/4 total hit dice.
-Will as good save.
-Skill points equal to (4+ Int modifier, min 1), times 4 at first hit die.
Traits: A Naught possesses the following traits.
-No constitution score.
-No immunity to precision damage, despite their lack of Con. This is due to them having weak points from the loss of fragments of the self to the Void.
-Cannot heal on its own, and is only partially affected by positive energy spells. If targeted by a Conjuration (Healing) spell, a Naught only recovers half of the Hit Points normally recovered.
-Emotionless: A Naught is completely unaffected by fear effects or rage effects. On the flip side, they also are unaffected by any effect that grants a morale bonus or otherwise uses emotions to empower the Naught.
-Since it no longer exists, a Naught cannot be raised of resurrected. However, provided a Naught succeeds on a Will save with a DC equal to 15 + Naught's total hit dice at time of 'death', a Naught may return to its quasi-existence 3d8 days after it is 'killed', losing a level in the process. The save increases in difficulty by 5 for each time the Naught has returned in this manner.
-A wish or miracle spell, or a reality revision power, cast or manifested while the Naught and its lost fragment are within ten feet of each other fuses the two, restoring them to their previous form and power. In the case of a PC, they immediately remove the template that granted them the Naught type.
-Proficient with natural weapons only, unless otherwise stated in description as using a non-natural weapon.
-If both a Naught and its lost fragment are destroyed, the original creature reforms, gaining enough XP to level it to the next level and restoring its hit points to full.
Humanoid Nobody Template
Spoiler"They came out of nowhere! There were six of them, and each one had some sort of giant weapon when they stepped out of those black things. We had no chance."
-Regdar, concerning his first encounter with Humanoid Nobodies.
A Nobody is a theoretically nonexistent being of some power. Most Nobodies have a vaguely humanoid form and are fairly weak, but the template detailed here describes the exceptions to that rule.
Humanoid Nobodies look almost exactly as they did in existence, save for minor features such as skin tone, hair color, or eye color. Most all make an anagram of their original name and add an 'X' somewhere in it (eg: Sora -> Roxas, Lea-> Axel), to create a new name for their quasi-existance.
It would be a fatal mistake to compare them to lesser Nobodies in terms of abilities, for the ability to maintain a distinct human form is extraordinarily difficult and attempted by only the strongest Nobodies.
Creating a Humanoid Nobody
Humanoid Nobody is an acquired template that can be added only to a living humanoid or monstrous humanoid with at least 10 hit dice, referred to hereafter as the base creature. A humanoid descended planetouched may also gain this template.
A Humanoid Nobody uses all of the base creature's stats and abilities, except as noted here.
Size and Type: The creature's type changes to Naught, receiving all effects of the new type as they are. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged. See end notes.
Hit Dice: Increase all current and future Hit Dice to d12s.
Special Attacks: A Humanoid Nobody may use a special attack known as a 'limit break' when its hit point total drops below 1/4th of its maximum total, rounding up. This may be used as many times per day as the hit point total drops beneath the mark, but each use of this ability per day makes the mark become 1/2 the previous mark for that day. Activation of this ability is a swift action.
A Limit Break:
-Lasts a number of rounds equal to the Humanoid Nobody's Charisma modifier +1, with a minimum of 1 round.
-Grants a haste effect to the Humanoid Nobody for the duration, with a caster level of 5.
-Grants a +5 inherent bonus to all saves, attack, and damage rolls.
-Allows the Humanoid Nobody to use one 2nd level spell from the Conjuration or Evocation schools with an energy descriptor once. The save DC is Charisma based, with an effective caster level of the Nobody's hit dice. The spell must be selected at the time the character gains the template, cannot be changed, and moderate restore Naught's Health or summoning spells are not allowed to be chosen for this.
Example: Axel has 96 hit points. When his hit point total drops beneath 24, he may use his Limit Break. Doing so, he throws around a flaming sphere, hitting several enemies and killing them. After completing the Limit Break and the encounter ends, he gets healed. The next time Axel wishes to use his Limit Break, his total hit points must be 11 or lower, as 24/2=12. The time after that, he must have 5 or fewer hit points left, and so on. The next day, he can once again use his Limit Break when his hit point total drops beneath 24, and the cycle continues.
Special Qualities: A Humanoid Nobody retains all of the special qualities it had in existence, and gains the following.
Emotionless: A Humanoid Nobody may be able to put up a front of emotion, and act through the mental steps of emotion, but they cannot actually feel anything. This means that they are completely unaffected by fear effects or rage effects. On the flip side, they also are unaffected by any effect that grants a morale bonus or otherwise uses emotions to empower the Humanoid Nobody.
Corridor of Darkness: A Humanoid Nobody may use plane shift to the Plane of Shadow and from there, 3 times per day. The visual effect is a six foot plus tall pillar of a purplish color, with waves of shadow pulsing off of it, into which the Humanoid Nobody and any people traveling with him step.
Divine Options: If a Cleric becomes a Humanoid Nobody, he or she may choose to trade the ability to Turn or Rebuke Undead for the ability to rebuke Naughts.
Resistance: A Humanoid Nobody gains Resistance 10 to one of the following energy types: Fire, Acid, Electricity, Cold, Sonic. This choice cannot be changed.
Abilities: Dex +2, Cha +2. Being Naughts, Humanoid Nobodies have no constitution score, and use their Cha modifier for any skill which would use it.
Skills: Humanoid Nobodies have a +6 racial bonus on Bluff and Disguise checks made to impersonate a humanoid of their original race.
CR: +1.
LA: +2.
Again, hold off on posting until I make my "You can post now" post.Last edited by The-Mage-King; 2010-09-17 at 10:36 AM.
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2010-09-17, 10:35 AM (ISO 8601)
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- Oct 2009
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- Central Florida, USA
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Lesser Nobodies
Creeper
Spoiler
“They attacked in droves. We were overrun, until Hax grabbed two of them and started using them to kill their comrades. I still don’t know how he did that.”
-Lidda, Halfling rogue, concerning Creepers
CR: 1/3
TN Tiny Naught (Shapeshifter)
Init:+10 Senses: Listen +4, Spot +4
Languages: Naught.
AC: 18 (+6 Dex, +2 Size), AC of 20 in Guard form (+2 Natural Armor, +6 Dex, +2 Size)
HP: 7 (1HD)
Immune: Naught Immunities.
Fort: +0 Ref: +6 Will: +2
Speed: 20 feet, 10 feet fly (perfect) when in Spear form or Guard form.
Melee: Spear form +6 (1d8-2/ *3)
Guard form +2 (1d6-2)
Base Atk: +0 Grp: -10
Special Actions: Spear form, Guard form
Str: 6
Dex: 22
Con: -
Int: 7
Wis: 11
Cha: 11
Special Qualities: Weapon form, Naught traits.
Feats: Weapon Finesse (B), Improved Initiative
Skills: Listen +4, Spot +4
Treasure: Standard, Coins only.
Spear Form: A Creeper may assume the form of a spear as a move action. It can then use this form to attack, dealing 1d8 + Strength modifier damage. It also can allow another creature to use it as weapon,
Guard Form: A Creeper may assume the form of a heavy shield as a move action. In assuming this form, it hardens itself, granting it a Natural Armor bonus of 2. It can use this form to attack, dealing 1d6 + Strength Modifier damage. It can also allow another creature to use it as a heavy shield, granting them a Shield bonus of +2 to their AC.
The weakest type of Nobody, Creepers are often used as bulk rate mooks. There is a second use for them, though, that opportunistic Humanoid Nobodies use. They can transform themselves into weapons and shields, allowing a Humanoid Nobody to use them in combat, much like a symbiot, but without any drawbacks to the Humanoid Nobody.
Creepers appeared first in Kingdom Hearts II.
Dusk
Spoiler
“Those unholy things appeared all of a sudden, with one of those black coat wearing people. The cloaked one pointed at us and all of a sudden those things attacked us. After we finished them off, we tried to find the person who sent them after us, but we couldn’t. I still don’t know what those were.”-Alhandra, Human Paladin, about her party’s first encounter with Dusks.
CR: 2
TN Medium Naught
Init: +5 Senses: Listen +7, Search -1, Spot +7
Languages: Naught.
AC: 18 (+5 Dex, +1 Natural Armor, +2 Deflection)
HP: 26 (4 HD)
Immune: Naught Immunities.
Fort: +3 Ref: +5 Will: +4
Speed: 30 feet
Melee: Slam +8 (1d4 + 2)
Base Atk: +3 Grp: +9
Str: 15
Dex: 20
Con: -
Int: 10
Wis: 10
Cha: 15
Special Qualities: Naught Traits, Evasive Contortionist
Feats: Weapon Finesse (B), Improved Grapple (B), Great Fortitude, Dodge
Skills: Escape Artist +12, Hide +12, Listen +7, Move Silently +12
Treasure: Standard, coins only.
Evasive Contortionist (Su): As an immediate action, when an enemy attacks or casts a spell including the Dusk as a target, the Dusk may make an Escape Artist check and substitute the result for his AC or his SR for that attack or spell only. This ability cannot be used again for 1d4 rounds. If an attack misses or a spell fails because of this ability the Dusk gets a +4 circumstance bonus to touch attacks made to start a grapple and to grapple checks for 1 round.
In combat, a Dusk initially focuses on one opponent and attempts to get them in a grapple. After it successfully grapples, it attempts to subdue its opponent as quickly as possible and move on to the next one. If it cannot acquire a grapple, a Dusk uses its slam attack each turn, if able
Dancer
Spoiler
“Honestly, I have no clue what those things were. They just waltzed up, grappled our newest party member into submission, and vanished. And I really mean that they ‘waltzed up’. Well... it was more of a salsa than a waltz, but still...”
-Gimble, Gnome Bard, concerning his party’s first encounter with Dancers.
CR: 4
Init: +7 Senses: Listen +12, Spot +12
Languages: Naught.
AC: 21 (+7 Dex +4 AC Bonus)
HP: 39 (6 HD)
Immune: Naught immunities.
Fort: +2 Ref: +9 Will: +8
Speed: 40 feet
Melee: Unarmed Strike +12 (1d10+2), Melee Touch +11 (grapple)
Base Atk: +4 Grp: +14
Str: 14
Dex: 25
Con: -
Int: 13
Wis: 16
Cha: 10
Special Qualities: AC bonus, unarmed strike, Limber Form.
Feats: Weapon Finesse (B), Weapon Focus (Unarmed Strike), Improved Grapple, Superior Unarmed Strike
Skills: Escape Artist +16, Listen +12, Perform (Dance) +9, Spot +12, Tumble +16
Treasure: Standard.
AC Bonus, Unarmed Strike: A Dancer has an AC bonus and an unarmed strike as a monk of its Hit Dice.
Limber Form (Ex): A Dancer may use its Dex modifier instead of its Str modifier on grapple checks.
In combat, Dancers tend to try and grapple their opponents into submission before finishing them.
They usually appear small groups, accompanied by several Dusks.
Twilight Thorn
Spoiler
“Oh. Crap.”-Krusk, half-orc barbarian, at the start of his party’s first fight with a Twilight Thorn.
CR: 8
TN Gargantuan (Tall) Naught
Init: +7 Senses: Listen +15, Spot +15
Languages: Naught.
AC: 23 (+8 Natural Armor, +7 Dex, +2 Deflection, -4 Size)
HP: 180 (15 HD)
Immune: Naught immunities. SR: 24
Fort: +4 Ref: +11 Will: +9
Speed: 40 feet
Melee: Slam +21/+15/+11 (2d6+10)
Special Attacks: Beams, Void Burst
Space: 20 feet Reach: 20 feet
Base Atk: +11/+6/+1 Grp: +21
Str: 31
Dex: 24
Con: -
Int: 10
Wis: 10
Cha: 15
Special Qualities: Naught Traits.
Feats: Fling Enemy (B), Power Attack, Snatch, Improved Snatch, Large and in Charge, Area Attack, Weapon Focus (Slam)
Skills: Climb +25, Jump +25, Listen +15, Spot +15
Treasure: Triple Standard.
Beams (Su): A Twilight Thorn may send out twisting beams of energy in order to attack an opponent. These beams cause 4d12 points of damage to a creature hit. A successful DC 19 reflex save halves the damage. The save DC is Cha based.
Void Burst (Su): A Twilight Thorn may use a giant burst of pure Void to attack its foes. This ability deals 8d10 points of damage to anything caught with a 10 foot radius of the targeted corner. This can be deflected by anyone wielding a weapon of at least +2 enhancement bonus. If the deflecting creature succeeds on an opposed Charisma check, it may choose another creature- other than the Twilight Thorn- to deflect the attack into. This Ability may be used once every 1d4+2 rounds.
Twilight Thorns are the ‘giants’ of the lesser Nobodies. Their entire purpose is to smash the targets of Humanoid Nobodies, while leaving at least a few of the smaller minions alive. In combat, they mostly make as many attacks as they can against one opponent.
If the combat is occurring on a platform that can easily be moved by something of its strength, a Twilight Thorn will try to shift it so that enemies will fall off. They also have a tendency to try and trap their opponents in mid-air, before unleashing their Void Burst.
Samurai
Spoiler
“These are honorable opponents. I’ve yet to see another monster that acts as they do. They have the discipline to not attack en-mass, and face us in honorable single combat.”
-Archibold the Impetuous, Human Knight, concerning Samurai Nobodies.
CR: 9
LN Medium Naught
Init: +3 b Listen +16, Spot +16.
Languages: Naught.
AC: 23 (10+4 Natural Armor +3 AC bonus +3 Dexterity)
HP: 120 (16 HD)
Immune: Naught Immunities.
Fort: +5 Ref: +8 Will: +10
Speed: 30 feet
Melee: +3 Katana +22/+17/+12 (1d10+11/ 19-20)
Base Atk: +12/+7/+2 Grp: + 17
Special Actions: Formal Challenge, Iaijutsu Focus
Maneuvers Readied: A Samurai Nobody knows six maneuvers from the Iron Heart and Diamond Mind disciplines. The Samurai Nobody can prepare six maneuvers. Initiator level: 8
Typical maneuvers known and prepared are:
1st: Moment of Perfect Mind, Sapphire Nightmare Blade
2nd: Wall of Blades
3rd: Iron Heart Surge, Absolute Steel
4th: Lightning Recovery
Str: 20
Dex: 16
Con: -
Int: 14
Wis: 11
Cha: 17
Special Qualities: AC Bonus, Naught Traits
Feats: Quick Draw (B), Weapon Focus (Katana), Weapon Specialization (Katana), Greater Weapon Focus (Katana), Skill Focus (Iaijutsu Focus), Greater Weapon Specialization (Katana), Improved Toughness
Skills: Concentrate +18, Intimidate +18, Iaijustsu Focus +21, Listen +17, Sense Motive +17, Spot +17
Treasure: Standard, plus +3 Katana.
Formal Challenge: A Samurai Nobody may issue a formal challenge against one opponent as a free action, causing it to enter the stance for an Iaijutsu Focus duel if it fails a DC 19 Will Save. The save DC is Charisma based. The duel follows the basic rules of Iaijutsu Focus duels presented in Oriental Adventures, with the addition that, should any creature attempt to enter the duel to aid either contestant, the Samurai Nobody and any other Samurai Nobodies will attack that person, ignoring all other targets to destroy the one who stepped on its/their comrade’s honor.
AC Bonus: A Samurai Nobody may apply its Cha modifier to its AC as a bonus. This ability works only if the Samurai Nobody is unencumbered, not wearing medium or heavy armor, and is not using a shield.
In combat, it attempts to get one opponent into an Iaijutsu Duel and defeat them quickly, before moving on to the next opponent. When multiple Samurai Nobodies are encountered together, they attempt to outdo each other and defeat the most enemies.
Dragoon
Spoiler
“They all jumped us without warning. We would have been killed if Mialee and I hadn’t been able to take the fight to them.”-Hao, Neraphim Fighter.
CR: 11
TN Medium Naught
Init: +2 Senses: Listen +19, Spot +25.
Languages: Naught.
AC: 25 (+2 Dex, +7 Natural Armor, +6 Deflection)
HP: 107 (16 HD +3)
Immune: Naught Immunities.
Fort: +5 Ref: +7 Will: +10
Speed: 20 feet, 50 foot fly (Poor).
Melee: +3 returning spear +24(1d8+10/ *3)
Ranged: +3 returning spear +24 (1d8+10/ *3)
Base Atk: +12/+8/+3 Grp: + 19
Atk Options: Power Attack, Power Attack on thrown weapon
Special Actions: Flyby Attack, Hover
Maneuvers Known: A Dragoon knows seven maneuvers from the Tiger Claw and Army of One disciplines. The Dragoon can prepare seven maneuvers. Initiator level: 10
Typical maneuvers known and prepared are:
1st: Vanguard Feint
2nd: Claw at the Moon, Driving Lance, Push Back
3rd: Flesh Ripper
4th: Death From Above
5th: Victorious Army’s Advance
Str: 25
Dex: 14
Con: -
Int: 15
Wis: 10
Cha: 14
Special Qualities: Naught traits.
Feats: Power Attack (B), Brutal Throw, Power Throw (CAdv), Weapon Focus (Spear), Hover, Flyby Attack, Toughness.
Skills: Hide +21, Intimidate+21, Jump +25 Listen +19, Move Silently +21, Spot +19.
Treasure: Standard, plus +3 Returning Spear.
Sniper
Spoiler
"Well, what is there to say? After they picked off poor Regdar, I count myself lucky to have escaped alive." - Liddia, Halfling Rogue, regarding her party's first encounter with Snipers.
CR: 12
TN Medium Naught
Init: +8 Senses: Listen +2, Spot +2
Languages: Naught.
AC: 27 (+8 Dex, +6 Deflection, +3 Natural Armor)
HP: 103 (15 HD)
Immune: Naught Immunities
Fort: +5 Ref: +18 Will: +11
Speed: 30 feet, Fly 30 feet (Perfect)
Melee: None whatsoever.
Ranged: +3 Light Crossbow +23/+18/+13 (1d8+9/19-20) Or +3 Light Crossbow +21/+21/+16/+11 (1d8+9/19-20)
Base Atk: +11/+6/+1 Grp: +12
Atk Options: Rapid Shot
Special Actions: Sneak Attack +6d6, Warp Away
Maneuvers Readied: A Sniper Nobody knows seven maneuvers from the Falling Star and Dancing Leaf disciplines. It may recover all maneuvers expended as a full round action. The Sniper Nobody can prepare seven maneuvers. Initiator level 10.
Maneuvers known and prepared:
1st: Vigil of Steel, Phantom Arrow
2nd: Blindside, Autumn's Breath
3rd: Take Aim
4th: Pilot Arrow
5th: Blindstrike
Stances Known: A Sniper Nobody knows three stances from the Falling Star or Dancing Leaf disciplines. Typical stances known are:
Eagle's Eyes
Oaken Roots Stance
Strafe
Str: 12
Dex: 26
Con: -
Int: 16
Wis: 14
Cha: 16
Special Qualities: Naught traits, Sneak Attack +6d6, Create Bolt
Feats: Point Blank Shot (B), Precise Shot, Rapid Shot, Weapon Focus (Light Crossbow), Rapid Reload (Light Crossbow), Crossbow Sniper, Deadeye Shot
Skills: Balance +31, Escape Artist +31, Hide +31, Move Silently +31, Tumble +31
Treasure: Standard, plus +3 Light Crossbow.
Sneak Attack: A Sniper has the Sneak Attack ability, as a rogue of 11th level.
Create Bolt (Su): A Sniper may create crossbow bolts made of energy as a free action, using them for its attacks with its crossbow. These bolts cannot be used by anything else and dissipate after one round.
Warp away (Su): A Sniper may, three times per encounter, teleport a distance up to its base land speed. This ability does not provoke attacks of opportunity.
Gambler
Spoiler
"So when that thing pulled out a deck of cards and forced me to choose one of them, and it wasn't the right one, he turned me into a die." -Solevek, Rogue.
"...You don't look like a die." - Unnamed, talking to Solevek.
"I got better." -Solevek, Rogue
CR: 15
CN Medium Naught
Init: +11 Senses: Listen +20, Spot +20
Languages: Naught.
AC: 30 (Dex +7, Natural Armor +5, Deflection +7)
HP: 65 (10 HD)
SR: 40 PR: 40 DR: 50/-
Immune: Naught immunities
Fort: +5 Ref: +10 Will: +14
Speed: Fly 20 feet (Perfect).
Ranged: Cards +22 (2d6/18-20 slashing)
Base Atk: +7 Grp: +7
Special Actions: Game
Spell-like Abilities (CL 10): Baleful Polymorph at will (Save DC 22. See notes below for more details on this SLA.),
Str: 10
Dex: 24
Con: -
Int: 16
Wis: 25
Cha: 16
Special Qualities: Naught Traits, Nigh Invulnerable, Wise Moves, Damn Lucky, 9 Luck rerolls.
Feats: Improved Initiative (B), Victors Luck (B), Lucky Start, Unbelievable Luck, Advantageous Avoidance, Make Your Own Luck
Skills: Bluff +16, Listen +20, Profession (Gambler) +20, Spot +20
Treasure: Double standard, coins and magic items only.
Notes on Spell-like abilities:
A Gambler’s baleful polymorph SLA differs from the spell it is based on in several ways. First, it can transform its target into, and only into, a giant playing card or a giant six sided die (treat as a small Animated Object with a base move speed of 20 feet and a Str score of 6). Second, it lasts for six rounds, after which the target reverts to its original form. Third, this SLA requires a cool down time of 1d6+1 rounds before being used again. Finally, a creature is never in danger of losing its mental ability scores due to failing its Will save.
Game (Su): A Gambler Nobody may challenge its opponents to a brief game of ‘find the lady’, a card game. Four giant playing cards appear in front of the Gambler, and the target then must make an opposed Profession (Gambler) check to pick the correct one. If the opponent succeeds, the Gambler is stunned for one round and is considered flat-footed for the purpose of its Nigh Invulnerable special quality. If the Gambler succeeds, the opponent is affected by the Gambler’s baleful polymorph SLA with no save. Alternatively, the opponent may make a Bluff check instead of Profession (Gambler).
Nigh Invulnerable (Su):
A Gambler is nearly completely immune to direct attacks. It has a Spell Resistance of 40, as well as an equal Power Resistance. It also has DR 50/-. This ability only works when a Gambler is not flat-footed. It works when a Gambler is flanked.
Wise Moves
A Gambler adds its Wisdom modifier to its AC and attack rolls.
Damn Lucky
A Gambler has an extra 3 Luck rerolls per day.
A Gambler Nobody is the bane of most adventurers. They usually try to catch the most powerful looking adversary in their game and use their baleful polymorph SLA on them before attacking any other creatures.
Sorcerer
Spoiler
"...Mother." -Regdar, Human Fighter, first encountering a Sorcerer Nobody.
CR: 18
TN Medium Naught
Init: +12 Senses: Listen +26, Spot +26
Languages: Naught
AC: 35 (+8 Dex, +8 Natural, +9 Deflection)
HP: 150 hp (20d12+20)
Immune: Naught Immunities, Fire, Cold, Acid, Electricity, Sonic, Force spells. SR: 35
Fort: +6 Ref: +6 Will: +12
Weaknesses: Weapon Damage +25%
Speed: Fly 30 Feet
Melee: Cubes +25 (12d6+11)
Ranged: Cubes +25 (12d6+11)
Base Atk: +15/+10/+5 Grp: +15
Special Actions: Trip, Feint, Disarm
Invocations Known: A Sorcerer Nobody knows 8 invocations. Any invocation that can be delivered by touch, as well as any blast essence invocation may be delivered through the Cubes ability' attack. All saves for Invocations are determined using Charisma.
Typical Invocations Known:
Least Miasmic Cloud, Soulreaving Aura
Lesser Flee the Scene, Baneful Blast
Greater Hindering Blast, Repelling Blast
Dark Caster's Lament, Utterdark Blast
Str: 10
Dex: 26
Con: -
Int: 18
Wis: 17
Cha: 29
Special Qualities: Naught Traits, Cubes
Feats: Improved Initiative (B), Improved Toughness, Weapon Focus (Cubes), Weapon Specialization (Cubes), Combat Expertise, Improved Disarm, Improved Trip, Improved Feint
b Bluff +32, Concentration +32, Escape Artist +31, Know. (Arcana) +27, Listen +26, Sense Motive +26, Spellcraft +27, Spot +26
Cubes: A Sorcerer Nobody can create a set of cubes that float around it as a standard action, using them to attack and defend as necessary. When attacking with these cubes, the Sorcerer deals 12d6+ charisma modifier damage as a melee or ranged touch attack, may use them to initiate combat maneuvers (such as tripping or disarming), and may augment them with any Eldritch Essence Invocations that it may know. When defending with them, the Sorcerer gains a +8 Bloody Annoying bonus to AC. When initiating a combat maneuver with them, the Sorcerer may use its Charisma modifier instead of its strength modifier.Last edited by The-Mage-King; 2010-09-20 at 07:28 PM.
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2010-09-17, 10:36 AM (ISO 8601)
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Re: Nobodies and similar things... (3.5) (Type, plus monsters)
And... Done with the reserved posts, I believe.
Feel free to make comments.Avatar by Ceika.
Steam account. Add me to argue aboutphilosophywhatever!
Advertized Homebrew: Fire Emblem 4's Holy Blood as Bloodlines
Extended Signature.
Using a different color of text for sarcasm is so original.
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2010-09-17, 11:53 AM (ISO 8601)
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Re: Nobodies and similar things... (3.5) (Type, plus monsters)
After the Creeper all of the Lesser Nobodies seem quite weak for their CR (except maybe the Twilight Thorn). Also, on the Twilight Thorn you didn't mention any range on the Beams ability, or if there's any sort of cooldown time on it.
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2010-09-17, 05:43 PM (ISO 8601)
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Re: Nobodies and similar things... (3.5) (Type, plus monsters)
Avatar by Ceika.
Steam account. Add me to argue aboutphilosophywhatever!
Advertized Homebrew: Fire Emblem 4's Holy Blood as Bloodlines
Extended Signature.
Using a different color of text for sarcasm is so original.
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2010-09-17, 06:47 PM (ISO 8601)
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Re: Nobodies and similar things... (3.5) (Type, plus monsters)
Dusk could either use a kind of solid special quality/attack, or you could just lower its Dex to 18 and lower its HP by a bit and it could be a CR 1.
Dancer might actually be about right with that big attack bonus and unarmed damage.
Samurai as a CR 10 monster doesn't seem right. Compared to say, a Fire Giant, or a Bebilith, it's pretty weak. It's attacks deal little damage (unless he can pull of an Iaijutsu duel), it has much fewer HP, and it's highest level maneuver is a little lackluster and counter-intuitive with its focus on dueling single opponents. CR 9 might be close to right, but I feel like it needs a bit more HP.
Dragoon as a CR 12 is just outright bad. All it can do is fly and attack and its HP is drastically low for that level. Take a look at an Adult Black Dragon, CR 11, it has almost twice the HP, it has twice the attack bonus, it has its breath weapon, it has frightful presence. Maybe a CR 10, if you give it some kind of special quality/attack.
Sniper has the same problems as Dragoon.
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2010-09-17, 06:58 PM (ISO 8601)
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Re: Nobodies and similar things... (3.5) (Type, plus monsters)
So... Slap a few more HD onto Samurai and edit its best technique to something better, add a few of the more leaping oriented maneuvers from tiger claw and a special ability to Dragoon, and... maybe look into one of the archery disciplines for Sniper? With a few special abilities added on?
EDIT: And reduce Dusk to CR 1, which I was hoping to not have to do... Oh well.Last edited by The-Mage-King; 2010-09-17 at 07:02 PM.
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2010-09-17, 07:08 PM (ISO 8601)
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Re: Nobodies and similar things... (3.5) (Type, plus monsters)
Well, I think if you give the Samurai maybe 4 more HD, and change the last technique it might stand up to other CR 10s.
For Dragoon, if you do what you just talked about I think it'd still have to move down to CR 10.
For Sniper... I'm not sure. I feel like maybe it should go down to CR 8, because I don't know what you could add to it.
For Dusk... if you're looking to avoid going down to CR... didn't they have some way to completely evade attacks for a short time (like turning 2D or something)? Something like that could help. You could give them a +4 bonus to grapple checks the round after their evade ability ends too.
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2010-09-17, 07:23 PM (ISO 8601)
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Re: Nobodies and similar things... (3.5) (Type, plus monsters)
Hm... Well...
Considering that I found Fax's Falling Star discipline, and it looks about right for Sniper, and maybe giving them some limited teleportation for extra "Fun", just like their boss...
As for Samurai... Yeah, I'm going to up the HD a bit, then tweak maneuvers as I see fit.
Dragoon... Oh well. They were only No. 3's minions.
And Dusks... Could not do that, oddly. They're flexible as hell, but not the 2D thing. The Grapple part should work...
These should be fixed by tomorrow, with the Gambler joining them.
Yeah. I'll need some advice on that as well...Avatar by Ceika.
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2010-09-17, 07:36 PM (ISO 8601)
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Re: Nobodies and similar things... (3.5) (Type, plus monsters)
Yeah. Perfect.
As for Samurai... Yeah, I'm going to up the HD a bit, then tweak maneuvers as I see fit.
And Dusks... Could not do that, oddly. They're flexible as hell, but not the 2D thing. The Grapple part should work...
Evasive Contortionist (Su): As an immediate action, when an enemy attacks or casts a spell including the Dusk as a target he may make an Escape Artist check and substitute the result for his AC or his SR for that attack or spell only. After using this ability he cannot use it again for 1d4 rounds. If an attack misses or a spell fails because of this ability the Dusk gets a +4 circumstance bonus to touch attacks made to start a grapple and to grapple checks for 1 round.
...You would then of course have to give it Escape Artist of a reasonable level.
These should be fixed by tomorrow, with the Gambler joining them.
Yeah. I'll need some advice on that as well...Last edited by Ziegander; 2010-09-17 at 07:38 PM.
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2010-09-17, 11:50 PM (ISO 8601)
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Re: Nobodies and similar things... (3.5) (Type, plus monsters)
Last edited by D_Lord; 2010-09-17 at 11:53 PM.
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2010-09-17, 11:52 PM (ISO 8601)
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2010-09-18, 01:41 AM (ISO 8601)
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Re: Nobodies and similar things... (3.5) (Type, plus monsters)
*cough* That class was less meant to be played, and more meant to satisfy the challenge of the thread it was made for. As a usable class, I'm not particularly satisfied with it.
I think if I were to make the class today, and make it for actual play, I'd make it a Martial Adept base class with a recovery mechanic and extra bonuses centered around switching between Diamond Mind and Tiger Claw maneuvers to represent the character fading between seething anger and full-blown psychopathic rage.
I'd probably name it something more generic, and give it some more proficiencies (obviously). Hmmm...kinda gives me an idea.
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2010-09-18, 03:48 AM (ISO 8601)
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Re: Nobodies and similar things... (3.5) (Type, plus monsters)
So you finally decided to put them up here and try rework them, eh?
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2010-09-18, 11:30 AM (ISO 8601)
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Re: Nobodies and similar things... (3.5) (Type, plus monsters)
I believe I shall just steal that from you. BWahahaha!
Interesting, but... I'm stating the bulk rate mooks.
If I were to make Saix, I'd make him a Gestalt Warblade//Barbarian/Frenzied Berzerker.
Yeah, simple.
Yep. Considering that I didn't finish half of them before now...
Well, KH: BBS re-inspired me. I happen to have a few Unversed waiting to be put up, but I'm not going to because of... well, spoilers.
Weirdos, not wanting advance data on foes...Avatar by Ceika.
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2010-09-18, 12:28 PM (ISO 8601)
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Re: Nobodies and similar things... (3.5) (Type, plus monsters)
I feel like the Dusk's Escape Artist is far too high at the moment. You should probably cut it in half and it might be alright.
The Samurai you made a bit too powerful. I suggest cutting the 5th and 6th level maneuvers. Right now it's pretty comparable to a 12th level Warblade NPC, which is supposed to be a CR 12.
The Dragoon still needs work. Just reminding you.
The Gambler? Well... since it's almost NEVER going to fail it's Profession (Gambler) checks I'd say it's incredibly powerful at the moment. Of course, at that level any Fighter worth his salt will tear right through that DR and kill it in one or two rounds, but will he remain humanoid long enough to do it? I'd suggest changing the Game mechanics a bit so that the Gambler doesn't have such an outrageously unfair advantage.
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2010-09-18, 12:34 PM (ISO 8601)
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Re: Nobodies and similar things... (3.5) (Type, plus monsters)
Working on the Dragoon right now, actually.
Fix'd the Samurai thing.
Lowered the Dusk Escape Artist a bit.
As for the Gambler...
You really, really, really need to replay a fight with those broken, overpowered fiends that seem to take pleasure in making you become a playing card or die...Avatar by Ceika.
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2010-09-18, 12:42 PM (ISO 8601)
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Re: Nobodies and similar things... (3.5) (Type, plus monsters)
Also, about the Sniper: Well, done! This looks like a solid ranged-attacking CR 12.
On the Gambler: Ah, actually, I didn't read the revisions made to the Baleful Polymorph SLA. It actually feels maybe too weak for a CR 14 now, lol! You might increase it's AC to 30ish, its SR and PR to 40, and it's DR to 50/--. Grease (1st level spell) still nullifies the ability entirely and there are certainly plenty of other ways to make him flat-footed.
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2010-09-18, 12:48 PM (ISO 8601)
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Re: Nobodies and similar things... (3.5) (Type, plus monsters)
Yeah, I was thinking about doing that to the SR and PR already, with the DR going up a decent chunk... So done with Gambler for now.
And yeah, the Sniper is... Not very nice. Especially if you forgot to pack your monk.
But then... Who has a monk in the party anyway?
EDIT: Also, Grease... Is worthless against the Gambler. Its only method of transport is floating.Last edited by The-Mage-King; 2010-09-18 at 01:16 PM.
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2010-09-18, 03:22 PM (ISO 8601)
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Re: Nobodies and similar things... (3.5) (Type, plus monsters)
A question, are you going to make one for this?
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Not the Humanoid nobody in control of it, but the dragon ship.
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2010-09-18, 03:39 PM (ISO 8601)
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Re: Nobodies and similar things... (3.5) (Type, plus monsters)
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2010-09-18, 03:45 PM (ISO 8601)
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Re: Nobodies and similar things... (3.5) (Type, plus monsters)
It can be both. Being a Nobody and serving as a vehicle are not mutually exclusive. Marluxia's Specter serves this purpose as well.
Both examples do seem to be unique, however. So one could argue they don't require set stats, as something like that would just be brewed by a DM for that one-of-a-kind boss battle.
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2010-09-18, 03:47 PM (ISO 8601)
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Re: Nobodies and similar things... (3.5) (Type, plus monsters)
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2010-09-18, 09:01 PM (ISO 8601)
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Re: Nobodies and similar things... (3.5) (Type, plus monsters)
So, how nasty do you think I should make the Sorcerer?
I'm planning for about CR 17 or so, with lots of "fun" abilities, but... Well, I'm in need a bit of advice on that.Avatar by Ceika.
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2010-09-18, 09:34 PM (ISO 8601)
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Re: Nobodies and similar things... (3.5) (Type, plus monsters)
About the Gambler: Right. I'm embarrassed I missed that point about Grease. But still, by that level there's lots of different ways to make him flat-footed, and Feint isn't even the easiest one (though anybody can try it).
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2010-09-18, 10:28 PM (ISO 8601)
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Re: Nobodies and similar things... (3.5) (Type, plus monsters)
Actually, if they really fight like snipers (which I would actually find a bit strange if they are from Kingdom Hearts since that doesn't include much very long-range stuff), then Falcon's Eye might work better than Falling Star.
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2010-09-18, 10:31 PM (ISO 8601)
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Re: Nobodies and similar things... (3.5) (Type, plus monsters)
Wow, that's an awesome discipline. I'd never seen it before.
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2010-09-18, 10:44 PM (ISO 8601)
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Re: Nobodies and similar things... (3.5) (Type, plus monsters)
Actually, if they really fight like snipers (which I would actually find a bit strange if they are from Kingdom Hearts since that doesn't include much very long-range stuff), then Falcon's Eye might work better than Falling Star.
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2010-09-19, 11:24 AM (ISO 8601)
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Re: Nobodies and similar things... (3.5) (Type, plus monsters)
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2010-09-20, 09:46 AM (ISO 8601)
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Re: Nobodies and similar things... (3.5) (Type, plus monsters)
The "fun" Sorcerer is now up. Bwahahaha!
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