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| king_of_evil00709-11-04, 11:13 PM | The Amazing Creators' Foundation D&D is all about customization and creation. Whether it's ingame creation (a Wizard making himself a new staff) or out-of-game (a DM making a new prestige class and some spells for a new BBEG) creation is a large part of D&D, and that's what the Amazing Creator's Foundation is all about. It's for those who love making new stuff. Basically, if you want to join the Amazing Creator's Foundation, you have to be a member of one or several of the following branches. To be a member of a specific branch, you have to have created two things related to that branch. So for the Classes branch, you have to have created two classes or prestige classes, on these boards, and you must be able to provide links to them. The Branches The Class Branch is for Amazing Creators who create classes and prestige classes, for characters or NPCs. The Monstrous Branch is for Amazing Creators who create monsters and templates of any size, shape, or form. The Utility Branch is for Amazing Creators who create skills or feats, including modification of them (extensive modification), as well as mundane (non-magical) equipment. The Research Branch is for Amazing Creators who create magic spells and incantations and magic items. The Rules and Guidelines The rules are fairly simple and nonrestrictive. To be a member of a specific branch, you must have created at least two elements of that branch Each member should create a Creation post, with links (and possibly details) of their creations, rather than actually posting the whole creation here, if it's old (see below). The member should update his post every time he creates something new. I will eventually link that member's name (below) to his creation post. Do not post your old creations here (see below) Try not to post old material here. By that, I mean, if it's already on the boards, just link it to your Creation Page and tell is to go check it out (if we're interested). I have no problem with anybody posting new material and asking for opinions or ideas (and I'm happy to give those). I'm just trying to prevent an unnecessarily bloated thread. Make sure any criticism is constructive! I said they were simple. ;) This Foundation is for creators who sincerely love creating new aspects for Dungeons and Dragons (and any other d20 system) and reading the new creations of others. A small note, NightScreamer20 originally started the Amazing Creator's Foundation, but vanished. I figured that upholding his excellent idea is worth the time. So props go out to him! ;) Also, this is my first time doing a Foundation. I'm working on another major project, but this is my first actual experience with a Foundation (aside from being a member of the last one) so if you have any comments or help, it's welcome! I'd like to ask all the previous members of this to repost (not link) their new Creation page here, along with checking the links (the boards update probably rendered all the old links unusable). Welcome to the Amazing Creator's Foundation! |
| king_of_evil00709-11-04, 11:14 PM | The Member Page This is the page that lists all members of the Amazing Creator's Foundation in alphabetical order, along with their branches and a link (embedded in their name) to their Creation Page. THe four branches are Classes, Monstrous, Utility and Research, Arhra (Monstrous, Research) Bronzebeard (Classes) Deladrion Garthin (Classes) Dyne (Research) Epic Scotsman (Classes) Fuzzy Logic Inc. (Classes) Jharviss (Classes, Monstrous) King of Evil (Classes) Klaus van der Kroft (Monstrous, Research) Lady Ishtar (Classes, Utility) Nightscreamer20 (Classes, Utility, Research) Thasis (Classes, Utility, Research) The Vorpal Tribble (Monstrous, Utility) Thomar of Uointer (Classes) |
| king_of_evil00709-11-04, 11:15 PM | A third post... just in case it's needed for later! Although I don't think it will be. |
| king_of_evil00709-11-04, 11:17 PM | King of Evil's Creation Page The Eight Generals The Eight Generals are a series of eight PrCs involved with a common history and campaign setting. (Don't worry, they work in Greyhawk, FRCS, and everywhere else too!) All of them are flavorful with a short history detailing the "general" (historic name) for the class, along with a magic artifact, as well as some rules for integrating them into your game if they're really outlandish (like the Manji Lord) The Blade Lord is a warrior class emphasizing agility, mobility, and accurate strikes over armor and defense. Inspired by Lyn and Guy from Fire Emblem, as well as Hibiki from Samurai Shodown. Strike! The Manji Lord is a prestige class inspired by Yoshimitsu from Tekken / Soul Calibur. Get the deathcopters out boys, the Manji Lord's ready to commit Seppuku! The Soul Lord is a prestige class partially based upon Nightmare from Soul Calibur, but it's pretty general. Soul Charge today! The General of the Chained Axe is the long awaited (and my favourite) prestige class for warriors in heavy armor with axes. Toss your axe at foes and pull it back to you, or wrap them up and pull them back to you! The Spellfist Legionnaire is a PrC all about merging the Sorcerer and Monk. But it's not just a collection of combined abilities, this class is almost entirely new unique stuff! The Beacon of Altoma is a force to be reckoned with. Devoted to the powers of goodness and suffering, the Beacon travels to the darkest parts of the world, helping the weak and annihilating the dark with light and suffering based powers, including the famous "light-nuke". Other Prestige Classes The Gunblade is a class inspired from Squall and Seifer from Final Fantasy VIII (FF8). Slash and bash your way to victory! Created in part with Unholydragoon. The Time Warrior is inspired by Prince of Persia: The Sands of Time. Mess around with time, defeat Sand Creatures. . . it's all here! Includes the Time Warrior prestige class, the Dagger of Time, and a Sand Creature template. Now with it's own thread, and rules for the Medallion of Time! The Light of Pelador is a new class, a holy crusader kind of guy. It's being considered Eight General nomination. Check it out! Feats Anti Weapon Feats are feats based around the Fire Emblem weapon triangle. If you can beat somebody down based on their race (Favored Enemy) why can't you beat them down based on their weapon and fighting style? Note For any of my PrCs linked not just to a thread but also to a specific post you have to scroll down just a little bit. Despite linking to that specific post in the thread as well as the thread, for some browsers (at least for mine ;) ), the link brings you to the end of the post directly above the one I want to link to, but since my classes are often more than a screen, I can't link to the one beneath the class. Obviously, my major project is Final Fantasy d20 / Final Fantasy Campaign Setting, where we convert Final Fantasy to a d20 system. Check it out! PS: I always welcome constructive criticism. If you look at the Spellfist Legionnaire and say "You know . . . that ability's a bit wonky." let me know what you think. Especially for the Eight Generals, I want those guys to be perfect when finished. Just my 2 gil -KoE |
| Lady Ishtar09-12-04, 12:33 AM | My PrCs: Ironclad (http://boards1.wizards.com/showthread.php?t=233864): a warrior highly trained in use of the heaviest armors. Spelleater (http://boards1.wizards.com/showthread.php?t=239194): magic is for the weak and cowards. Greenface (http://boards1.wizards.com/showthread.php?t=242674): a 'morally flexible' warrior highly skilled in survival in wilderness. Ravenous (http://boards1.wizards.com/showthread.php?t=249492): if you dont use claws and teeth you are prey. Master of the Beasts (http://boards1.wizards.com/showthread.php?t=250570): master of the beasts and Iron Maiden tribute class. Left Hand of Heavens (http://boards1.wizards.com/showthread.php?t=251788): full of heavenly goodness. Right Hand of Darkness (http://boards1.wizards.com/showthread.php?t=254425): evil is not just a hobby, it's a way of life. Savage Spirit (http://boards1.wizards.com/showthread.php?t=257909): spirits of his ancestors aid his rage, as well as daily life. Doom Reaver (http://boards1.wizards.com/showthread.php?t=262534): combat is what he lives and dies for. Widowmaker (http://boards1.wizards.com/showthread.php?t=278141): master sniper, and a master of a crossbow. Knight Exemplar (http://boards1.wizards.com/showthread.php?t=279987): a noble knight who becomes stronger when his allies fall. Acolyte of the Crimson River (http://boards1.wizards.com/showthread.php?t=280840): a spellcaster who powers his spells with blood. Coolest Paladin Ever! (http://boards1.wizards.com/showthread.php?t=286116): the name says it all! My Core Classes: Jack of all Trades (http://boards1.wizards.com/showthread.php?s=&threadid=252687): bard without spells. lost somewhere on the boards :weep: My Feats: More reasons to be a high level fighter (http://boards1.wizards.com/showthread.php?t=244925): expanded feat chains for high level fighters. |
| Thomar_of_Uointer09-12-04, 01:37 AM | Base Class Template (http://boards1.wizards.com/showpost.php?p=3055292&postcount=1) Prestiege Class Template (http://boards1.wizards.com/showpost.php?p=3078232&postcount=1) I'll add more later. What about races? I used to have this sort of stuff in my sig, but I threw it out after the boards change. |
| king_of_evil00709-12-04, 10:19 AM | Races fall under the Monstrous Branch. Remember to update a SINGLE post with all of your stuff, so I can link directly to it (use my Creation Page as an example should you need one) |
| thasis09-12-04, 12:43 PM | Ay, I'm in. Heres my stuff.... My Creations Feats: Corruption, Soul Craft Magical/ Non-Magical Items: Hands of Cutting,Plague Skin My Prc's: Lawyer My Classes: Mana Warrior I might have other stuff, but since the search function has been disabled I havn't been able to find anything. |
| Deladrion Garthin09-12-04, 12:50 PM | Slip me in under the Class Branch. Deladrion Garthin's Prestige Classes Aikido Master -Passive, Defensive Monk. Excellent at tripping and grappling. Iron Fist -Powerful, Focused Monk. Excellent and sundering through opponent's weapons and shields. Mantid -Stealthy, Deadly ex-Monk or Rogue. Emulates hunting techniques of the mantis. Master of the Cat Stance -Agressive, yet Defensive Monk. Makes AoOs when attacked. Flaming Avenger -Druid that wildshapes into Fire Elemental type animals. May consume opponents in flames. Tidal Savant -Druid that wildshapes into Water Elemental type animals. May shroud himself in mist. Terran Lord -Druid that wildshapes into Earth Elemental type animals. Very tough, may create earthquakes. Vindicator fo the Zephyr -Druid that wildshapes into Air Elemental type animals. May Control Winds while wildshaped. The Squirrel Hurler!!! (3.5!) -Druid or Ranger that has perhaps gone off the deep end. Befriends a squirrel swarm and uses her fuzzy companions as living projectiles. * Humorous * Swordsman of the Two Heavens -Samurai-esque PrC based on Miyamoto Musashi's Two-Heavens Sword Style. Oppurtinistic and uses all weapons available. Horror Beast -Barbaric PrC emphasizing the use of Natural Weapons. Stronger, tougher, and faster than your average beast. Elfhunter of Gruumsh - "Enough elf-killing to give it the elf-killer feel, but enough other general utility abilities to make the character at least serviceable when not fighting elves." ~ Wil Harvey Fell Axeman - A mobile, powerful warrior who uses his large weapon's momentum and reach to make devastating whirlwind attacks. ~UNDER CONSTRUCTION~ HELP NEEDED! Bene Gesserit ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~ The four Druid PrCs are in need of a serious overhaul, so keep an eye out for those in the future and again, any help with them is appreciated. Refer to the Terran Lord thread to see how they are developing. |
| Epic Scotsman09-12-04, 04:37 PM | It is I, the Scotsman. I'm in, though I'm a bit fried after re-making the Calamity Caster (that huge table was a pain). Anyway, all my PrCs are now listed in a thread floating around somewhere on the boards. The link is in my sig. Happy to see that this foundation has been picked back up. It's a wonderful idea if ever I saw one. And for future notice, I'm mulling over ideas for a "Master of the Flying Guillotine" PrC. Any ideas are welcome. |
| king_of_evil00709-12-04, 05:26 PM | Updated. Epic, you're in the class section this time! What's this Master of the Flying Guillotine? Unless he flys around, dropping large steel blades on people and chopping their heads off, I'm stumped. ;) If you haven't noticed, I put all my links in the smallcaps font, I think it looks good for distinguishing links and such. Looking at the branch page, I think it looks a little silly (For example, having like 3 links to Thasis' creation page), so I was considering reformatting it, so there's a list of everybody, along with whatever Branches they're a member of after their name. So a big list of people, and each person has their branches in brackets. It would look like this Members Deladrion Garthin (Classes) Epic Scotsman (Classes) King_of_evil (Classes) Lady Ishtar (Classes) Thasis (Classes, Research, Utility) Thomar of Uointer (Classes) I'd probably make all the branch names in colour and spruce it up, but that's basically what it would look like. What do you guys think? FYI, Lady Ishtar, you're name doesn't have a link yet because you haven't made an actual creation page yet. Once you do, I'll link you up. |
| Epic Scotsman09-12-04, 06:35 PM | The "Master of the Flying Guillotine" is based off of an awesome 1970s Kung-Fu movie entiled "Master of the Flying Guillotine". The affore mentioned flying guillotine is a ring on a long chain. This ring has a sort of hood affixed to it, which slips over your opponents head. After this, you pull on the chain and the blades inside the ring relieve your opponent of his head. The ring also blades on the outer edge, for throwing it at foes and whatnot. Also, the master of the flying guillotine threw bombs at people (just as a sidenote). Anyway, that's my 1 minute explanation. EDIT - Wow, I'm at the top of the Classes branch. I feel so honored. |
| king_of_evil00709-12-04, 08:58 PM | So much or alphabetical order! ;) Sorry Epic, but in the interests of it being fair, it's supposed to be alphabetical... Sounds interesting, this MotFG. Obviously just removing people's heads is powerful, and it would be very difficult to throw this... flying guillotine. I'm thinking 5 level PrC, prereqs include lke BAB +13 or so, real high level. This way the class doesn't have to pull it's punches. I'm thinking it deals damage as a short sword, you throw it and retract it (a la my General of the Chained Axe), and later on you can make a 1/day (maybe more/day after) auto-crit attack, at level 5 the weapon gains the vorpal quality. Something like that. |
| Epic Scotsman09-12-04, 09:30 PM | Sounds good to me. You should definatly check out the movie itself, if you like Kung-Fu movies. It tells the epic tale of the blind master of the flying guillotine as he tracks down the one-armed boxer. Plus, it has awesome music. Anyway, it would definatly gain the vorpral ability and a 5 lvl PrC sounds good for this. The weapon itself would have to be created as well, but I'll work on that. It's sort of like a kusari-gama, except for the decapitation part. |
| king_of_evil00709-12-04, 09:51 PM | I would forget the bombs (unless they play a large part of the Flying Guillotine) Or more specifically, not "forget" them, but don't base a class feature around them. Just include them in the flavor text and at the bottom of the class, kinda like how my PrCs always include an artifact at the end pertaining to the class, except that yours will have a useable item. But I wouldn't base any class features on said bombs unless they play a large part of the Flying Guillotine itself. Or you can make it a 10th level class, but then you'll have to pull punches for a while. Thanks for the advice, I'll probably check it out. PS: What do you think of my conceptual new layout? Good or bad? |
| Deladrion Garthin09-12-04, 09:58 PM | I think the new layout would be good. Oh yeah, and the Utility Branch color doesn't show up very well on my screen. It may be just me, but it's a little difficult to see. PS~ I'm at the top of the list! Woot! ;) |
| king_of_evil00709-13-04, 07:54 AM | I implemented the new layout, and darkened the color of the Utility. Does it look better now, or should I just find a new, non-grayish color for Utility? |
| Lady Ishtar09-13-04, 10:42 AM | well, i have updated all my links, except for Jack Of All Trades, who is still missing. last seen on the old Core Class board. if you happen to see him there is a virtual cookie for anyone who can pinpoint his whereabouts. |
| king_of_evil00709-13-04, 04:11 PM | You're linked. If I see the JoAT, I'll let you know. Btw, thoughts on the new layout? |
| BronzeBeard09-14-04, 09:56 AM | Here is my work: Prestige Classes: Matzah Master (http://boards1.wizards.com/showthread.php?t=303373), Races: Hundman (http://boards1.wizards.com/showthread.php?p=4397963), I'm sorry for being annoying but that new layout (and even the old one) doesn't seem to be good at all: I, personally, think that such issues of creation (such as yours and all the compendiums by shadow foot) need to be arranged so the needing will be able to just click and find what they want easily. So as long as you think that the only way (and the only reason) to find stuff in here will be they're creators than you should keep it this way. Otherwise you need to think of a way in which some guy who is looking for grand sword or epic butt-kicking PrC will be able to so easily. Again, I am not here to disturbe - only to comment, I'm not trying to insult your grand work. Thx :) P.S. I'd like to join, once I type all my works online. |
| king_of_evil00709-14-04, 06:14 PM | See, the problem with that is that it puts too much unneeded work upon me or Shadowfoot. If Shadowfoot was to put a short description after each class in his PrC compendium, he would have to rely on others to do all that work. Nobody can expect him to read every PrC on the boards. He's a hero, but that's just inhuman. I think you misunderstand. This is not just a compendium. This is a place where creator's can gather and if they choose to, discuss what they create. Possibly join together to create some PrCs with feats and spells all based around a central concept, whatever. Talking about how they create or why... If I wanted to list creations, I'd quote them for page two, not just link to people's creation page. Frankly, it's not just a compendium. This also helps cut down on stuff (like how Epic Scotsman has a "Epic's Scotsman's classes" page, he could've done it here had I been keeping it up beforehand) As soon as you can tell us what branch you're in and give me a post to link to, you're in. Just my 2 gil -KoE |
| BronzeBeard09-15-04, 08:47 AM | I understand and it is accepted but... anyway, my "branches" are races and PrC but as I said, I don't have 'em all online because it's much more than one days work to be done and i also have other things to attend to (if you all remember sarvas, then i'll be joining him soon). I also need help with building an epic-rogue-acrobat-sorcerer-prestige-class. now i know that you don't want me to bring up metarial here so i'm asking were to put it? or should i do the norm' (making a PrC thread)? I also will write the URL for 2 of my things that need crit' plz go in and tell me your ideas. |
| king_of_evil00709-15-04, 05:58 PM | Allow me to clarify myself. You an put new material here. If I was discussing a new feat but wasn't sure if it was balanced, I might post it here. But imagine if I posted all 5 of my PrCs here, you know? There's no problem posting and discussing new material, but posting your old material here when you can just link to it (assuming it's on these boards) might be overkill, hence the Creation pages. Epic Rogue-Acrobat? Depends on what you want to do. If you want to create a unique class, then I'd go with the supernatural ability to boost your Jump and Tumble by a LOT (remember, people can fly at this point in life) along with some other stuff, including being able to create magical tightropes temporarily, lots of cool little stuff that isn't necessarily a spell. Maybe a Slow-Fall ish ability, except without a need for nearby walls? |
| BronzeBeard09-15-04, 06:30 PM | You an put new material here. If I was discussing a new feat but wasn't sure if it was balanced, I might post it here. But imagine if I posted all 5 of my PrCs here, you know? There's no problem posting and discussing new material, but posting your old material here when you can just link to it (assuming it's on these boards) might be overkill, hence the Creation pages. I know, I know ... ...boost your Jump and Tumble by a LOT (remember, people can fly at this point in life) along with some other stuff... What stuff? that is excectlly the point. I need ideas: Give me few hours and i'll make a page for it. Another question, if were already busy building stuff. I need pictures to my creation. do you know where to get them from? I've seen some nice ones on the boards but I don't know where from. |
| king_of_evil00709-15-04, 07:24 PM | Hmm, depends on what you want. A Rogue/Acrobat is justa Rogue with differently chosen skill points. What do you want? Unique abilities that enhance the guy, or just SA progression with a specific skill set and maybe Dex enhances? |
| Fuzzy Logic Inc.09-16-04, 01:37 AM | Fuzzy Logic Inc.'s Prestige Classes The Four Lords Series Lord of Hope - Hero of the opressed, savior of the enslaved. What the Holy Liberator should have been. Lord of Suffering - Bring eternal suffering to the world. Lord of Slaughter - A murderous, raging lunatic. Lord of Virtue - Upholder of the weak. The Good Knight-Errant - Wandering knight. Mounted. Knight Templar - Religious Warrior. Stigmatic Martyr - Heals the weak at his own expense. The Bad Worldrender Cultist - Can you say... evil cult leader? Race Specific Stonemage - A Dwarven Arcane caster whose power is keyed off the earth. Mage Smith - A Dwarven Item Creator. Silverbeard Knight - A devotee to Clanggedin SIvlerbeard. The not so good... not so bad... False Prophet - Religious Con Man Prize Fighter - A quasi-Gladitorial performance Fighter The Redeemer - A religious Bounty Hunter. Fury Striker - A Raging ex-Monk. Battle Chaplain - Battle Oriented priest. Dimension Warrior - Melee-mage who likes Dimension Door (think Nightcrawler from X-men) Campaign Specific Tech-Magus - Unlocker of Ancient secrets. Homebrew campaign world. -------------------------------------------- Current Planned Projects: Zodiac Braves Series (12 left :mymy: ) Warrior-Poet Keepers of the Signs (6 left) |
| BronzeBeard09-16-04, 08:01 PM | ok, here's my thread - home - page: http://boards1.wizards.com/showthread.php?p=4392712 umm, for now i'll be at the classes thingi.. |
| Arhra09-18-04, 07:38 AM | Well here's my stuff form the old thread that I've managed to find and re-link. Spells: Icy Bastion, Mindleech, Mercurial Armour, Quicksilver Dagger, Tentacled Horror (http://boards1.wizards.com/showthread.php?p=4327344&posted=1#post4327344), Touch of Chaos (http://boards1.wizards.com/showthread.php?t=172406&page=2) Monsters: A method of monster creation (http://boards1.wizards.com/showthread.php?t=238074&page=1&pp=30) that has created the following critters: Slaaopard: A vaguely cat-like creature found in Limbo Meratoth: Essentially a walking siege weapon that can turn creatures into metal with its gaze. Tzake: A psuedo-symbiotic parasite that reproduces using dragons Murkwyre: A seal-like creature with a gamut of special abilities. Usral and Usrylach (http://boards1.wizards.com/showthread.php?t=46000&page=1&pp=30) - an Aliens-esque psionic parasite with metacreative powers |
| His Majesty09-18-04, 08:18 AM | Um, the title should really be "The Amazing Creators Foundation" and not "The Amazing Creator's Foundation". It doesn't belong to the "Amazing Creator" - it is the foundation of the Amazing Creators. Alternatively, it could be "The Amazing Creators' Foundation" (It belongs to the Amazing Creators). If you can no longer change the title of the thread, you can contact a WizO. Also, it would be a good idea to ask a WizO to lock the other thread, in order to prevent further confusion. |
| BronzeBeard09-18-04, 06:40 PM | ok KOE here's that epic PrC (http://boards1.wizards.com/showthread.php?t=309780) I've talked about. I need extra help if you could. thx. |
| Jharviss09-19-04, 04:07 PM | Here's some of the things I've done and posted here: Creatures Ashireth (http://boards1.wizards.com/showthread.php?t=139704) - This creature is my baby.... I love it. Ashamura (http://boards1.wizards.com/showthread.php?t=139838) - My baby's baby, it's cool too. Cralan (http://boards1.wizards.com/showthread.php?t=310305) - A flying mount from the northern tundra. Coral Ray (http://boards1.wizards.com/showthread.php?t=310305) - A large underwater ray that can fly and be used as a mount. Presitge Classes Channeler of the Raw Power - This is a good, involved prestige class that is both powerful and frightening. Venom Fist (http://boards1.wizards.com/showthread.php?t=396332) - A prestige class based on the idea of monks utilizing poisons. Imperial Knight of Ragyrinthis (http://boards1.wizards.com/showthread.php?t=340568) - A flavorful prestige class for important elven guards Maestro of the Keen Edge (http://boards1.wizards.com/showthread.php?t=310852) - A sword master type prestige class with some interesting abilities Feather Knight (http://boards1.wizards.com/showthread.php?t=292549) - An odd but decent PrC Knight of the White Tiger (http://boards1.wizards.com/showthread.php?t=140081) - Needs updating, but I think it sucks. Ivory Knight (http://boards1.wizards.com/showthread.php?t=139455) - Decent idea poorly done... Telekinetic Warrior (http://boards1.wizards.com/showthread.php?t=55430) - I use to love this PrC, then WoTC went and stole my idea for their little 'Unseen Hand' prestige class. Homebrew World Idea Gyranos, the Golden Planet (http://boards1.wizards.com/showthread.php?t=131286) - Never played here, but it could be fun I have a lot of other stuff as well, thought its not here. It's all at my site here (http://www.geocities.com/jharviss), though a lot of the stuff there isn't mine, 'cause it's all from my online world creation group (which is free for anybody to join!). |
| Finwe09-19-04, 04:09 PM | This sounds like a fun guild. I've made my fair share of classes and prestige classes (varying in balance and style) and quite a few feats, spells and items as well (Finwe's fantabulous fastboom still gives my gm the willies at times :D) I'll have to dig up a lot of the files from my old computer (it was killed by spyware and such, but I salvaged most of my hard drive), and post some up! |
| king_of_evil00709-19-04, 05:34 PM | Welcome all! Bronzebeard: I'll get to your class ASAP, I just gotta update the member page and type something up for FFd20. You're next. Updated. Did I misslink (or just flat out miss) anybody? |
| Jharviss09-19-04, 05:51 PM | Well, my link is quite perfect, and I thank you. Now, I think I will make up a couple things here on the spot (or transpher it from my site) in order to join other branches of this lovely foundation. |
| Jharviss09-19-04, 06:14 PM | Okay, I created these critters a while back but never posted them to the boards. Cralan (http://boards1.wizards.com/showthread.php?t=310305) - A flying mount from the northern tundra. Coral Ray (http://boards1.wizards.com/showthread.php?t=310305) - A large underwater ray that can fly and be used as a mount. On a side note, Arhra, I loved that Tzake.... that things wicked. |
| turalisj09-19-04, 06:41 PM | huh, i only have one thing in my little collection. its called the gemini rings. |
| Lady Ishtar09-19-04, 06:42 PM | i should also be in utility branch with all my fighter feats |
| BronzeBeard09-19-04, 06:46 PM | Yepeeh hey!!! I'm second on the member's list...JK anyone want me to review something specific? |
| Finwe09-19-04, 08:09 PM | Here's some of my stuff: Pyrowarrior (http://boards1.wizards.com/showthread.php?p=4434339#post4434339) Philosopher (http://boards1.wizards.com/showthread.php?t=310354) Some spells (http://boards1.wizards.com/showthread.php?t=310370) |
| Fuzzy Logic Inc.09-20-04, 12:09 AM | Well... I finished my Four Lords series of PrCs. They're themed and I hope you all like them and check them out. I have links in my sig and you can also find links to them on my content post on the first page of this thread. Now, for my next trick.... ... the Zodiac brave series. Yes, the Zodiac braves from the Final Fantasy Tactics game. 12 of them :mymy: Thats quite a bit for a themed set of PrCs. I've got a rough idea of what I'm going to do in my head, but any suggestions are welcome. You can post suggestions here (if KOE permits) or you can PM your idea. Hopefully, you'll see at least one or two of them up by Wednesday. |
| king_of_evil00709-20-04, 05:54 PM | Of course suggestions for new created stuff are allowed. That's (partially) what this is all about! Having never played FFT (FFTA yes, but not FFT) I have no idea what these braves are... but I can always help out with balance and stuff like that. |
| Jharviss09-20-04, 09:58 PM | Okay, new prestige class, tell me what you think (I got the urge to make this after reading KoE's Blade Lord, though I don't think it's as good).... Maestro of the Keen Edge (http://boards1.wizards.com/showthread.php?t=310852). Suggestions wanted (as well as ideas, if you have any). |
| king_of_evil00709-21-04, 04:53 PM | I don't have too much time right now, but when I get a chance, I'll check out that PrC, Jharviss. |
| BronzeBeard09-21-04, 08:01 PM | Jharviss, I checked your PrC and wrote my comment. Check it out. Anyone from the ACF, Here's something I want you to help me develop: As, maybe, some of you saw - I made the Elemental Acrobat. Skipping the details for a moment (whoever want's to read is invited to) the EmA consists of 2 parts: The acrobat. and the Element. The element is not refering to the specific four (water, fire, earth, air) but to a base power that combines the world. remember that the world of DND has more layers of power than our reality (such as arcane and divine power). For now I have 5 elements (treated as Dogma, since they are not the real elements but an easily expressed power. And they are: Earth (or Land) Air (or wind or storm or whatever) Wild (or beastiary) Metal (usually iron and steel) and Soul (liching and stuff) more than needing more dogma's I need dogma related power (may be even giving haste 1/day to air dogma). Anyone willing to suggest ideas will be welcomed. P.S. I am yet to decide if I make this PrC Epic or nearly Epic, KoE. So if you could help me decide.... |
| king_of_evil00709-21-04, 10:00 PM | Jharviss, I checked your PrC and wrote my comment. Check it out. Anyone from the ACF, Here's something I want you to help me develop: As, maybe, some of you saw - I made the Elemental Acrobat. Skipping the details for a moment (whoever want's to read is invited to) the EmA consists of 2 parts: The acrobat. and the Element. The element is not refering to the specific four (water, fire, earth, air) but to a base power that combines the world. remember that the world of DND has more layers of power than our reality (such as arcane and divine power). For now I have 5 elements (treated as Dogma, since they are not the real elements but an easily expressed power. And they are: Earth (or Land) Air (or wind or storm or whatever) Wild (or beastiary) Metal (usually iron and steel) and Soul (liching and stuff) more than needing more dogma's I need dogma related power (may be even giving haste 1/day to air dogma). Anyone willing to suggest ideas will be welcomed. P.S. I am yet to decide if I make this PrC Epic or nearly Epic, KoE. So if you could help me decide.... See, when picking appropriate elements, Dogmas, whatever, sometimes they have to fit the flavor of a class. I can't see Soul really having anything to do with acrobatics... It's a bit late now, but I would've based the Acrobat not on elements, but on styles. So there's like ground acrobatics where you get Tumble bonuses or whatever, then there might be aerial acrobatics.... But since we're going with elements, that's the thing. I can see Earth and Air Dogmas. Wild dogmas are a bit odd, but they work. Metal? For each DOgma, put a combat/acrobatic style related to it i nthe flavor text. It means nothing, but it's just a guideline. So if you say "Wild Dogma Acrobats tend to fight with their hands or natural weapons, dart in and out of combat, and fight wildly. Their acrobatics often involve wild movements and skills such as Climb", Then there's "Air Dogma Acrobats are graceful warriors who often fight with two weapons, or anything involving weapon finesse. Their performances are often stylistic, involving many jumps and aerial maneuves" "Earth Dogma Acrobats tend to be down-to-earth people who's combat style is a mix of trips and just plain endurance. Their acrobatics tend to involve tumbling, along with well-defined movements." See what I mean? Each Dogma is related to a style of acrobatics. Metal? Perhaps acrobatics using tools? Soul, I can't really see any use for it. Water perhaps, for the acrobats who like swimming. Since most acrobats don't immerse themselves in fire, that might not be appropriate as a dogma. Maybe more thoughts tomorrow. I'm not a fan of Epic rules in general, but you're basically restricted to preclass-level 10-limit unless it's epic. Your pick. |
| Sssargoth09-22-04, 12:54 AM | well, i have updated all my links, except for Jack Of All Trades, who is still missing. last seen on the old Core Class board. if you happen to see him there is a virtual cookie for anyone who can pinpoint his whereabouts. Lady Ishtar, here is your Jack of all trades (http://boards1.wizards.com/showthread.php?t=252687) core class. yay for search. :D |
| Lady Ishtar09-22-04, 10:19 AM | Lady Ishtar, here is your Jack of all trades (http://boards1.wizards.com/showthread.php?t=252687) core class. yay for search. :D thank you. here is your :cookie: |
| BronzeBeard09-23-04, 09:55 PM | See, when picking appropriate elements, Dogmas, whatever, sometimes they have to fit the flavor of a class. I can't see Soul really having anything to do with acrobatics... The meaning of 'soul' Dogma is not really on Leeching and negative energy :devil: . It is just the acrobats inner self and his, let's say, feelings. But once I wrote that down it sounded so freak*** :censored: pink kenderish that I couldn't bring myself to destroy :headexplo my acrobat. Flavorly speaking, circus attractes audience, and audience is a massive group of living people who got emotions. This kind of scenario attracted one of the most powerful monster of mind and emotion powers (epic large Dream-Folk, pg 63, Creatue Collection II - Dark Manegerie) to feed on peoples feels by making them excited and etc.. He is now one of the masters in the circus, willing to train new 'employs'. The 'soul' dogma represent the use of inner power (same as mystic) which uses his or other's emotion to his favor. It's a bit late now, but I would've based the Acrobat not on elements, but on styles. So there's like ground acrobatics where you get Tumble bonuses or whatever, then there might be aerial acrobatics.... But since we're going with elements, that's the thing. I thought of that, but decided that making Sp-enchanted acrobat would be more interesting. I can see Earth and Air Dogmas. Wild dogmas are a bit odd, but they work. Metal? For each DOgma, put a combat/acrobatic style related to it in the flavor text. It means nothing, but it's just a guideline. So if you say "Wild Dogma Acrobats tend to fight with their hands or natural weapons, dart in and out of combat, and fight wildly. Their acrobatics often involve wild movements and skills such as Climb", Then there's "Air Dogma Acrobats are graceful warriors who often fight with two weapons, or anything involving weapon finesse. Their performances are often stylistic, involving many jumps and aerial maneuves" "Earth Dogma Acrobats tend to be down-to-earth people who's combat style is a mix of trips and just plain endurance. Their acrobatics tend to involve tumbling, along with well-defined movements." See what I mean? Each Dogma is related to a style of acrobatics. Metal? Perhaps acrobatics using tools? Soul, I can't really see any use for it. Water perhaps, for the acrobats who like swimming. Since most acrobats don't immerse themselves in fire, that might not be appropriate as a dogma. Maybe more thoughts tomorrow. I liked the idea. :ayyyy!: Will edit him in, if you would allow it. Thanks. But water is still problem since A. I think it is still too high power and B. There are no water at the Mo-Khalin desert (where the circus is). I'm not a fan of Epic rules in general, but you're basically restricted to preclass-level 10-limit unless it's epic. Your pick. What? :mymy: Bummer :weep: |
| king_of_evil00709-24-04, 07:38 AM | The meaning of 'soul' Dogma is not really on Leeching and negative energy :devil: . It is just the acrobats inner self and his, let's say, feelings. But once I wrote that down it sounded so freak*** :censored: pink kenderish that I couldn't bring myself to destroy :headexplo my acrobat. Flavorly speaking, circus attractes audience, and audience is a massive group of living people who got emotions. This kind of scenario attracted one of the most powerful monster of mind and emotion powers (epic large Dream-Folk, pg 63, Creatue Collection II - Dark Manegerie) to feed on peoples feels by making them excited and etc.. He is now one of the masters in the circus, willing to train new 'employs'. The 'soul' dogma represent the use of inner power (same as mystic) which uses his or other's emotion to his favor. Now that it's explained by that, it's pretty cool. I thought of that, but decided that making Sp-enchanted acrobat would be more interesting. Yeah, it is an interesting idea. I liked the idea. :ayyyy!: Will edit him in, if you would allow it. Thanks. But water is still problem since A. I think it is still too high power and B. There are no water at the Mo-Khalin desert (where the circus is). Go for it. Water just sounds overpowered. If I give a guy an ability called "Ultimate Destruction" it sounds overpowered (or just powerful) but it ends up being a Smite Good ability. . . it all depends on the ability. Regardless, count water out due to deserts. But what about a desert one? I don't know what it would be like, but definitely a possibility. |
| Klaus van der Kroft10-06-04, 02:14 PM | Klaus' Creations: Monstrous Branch: Creatures: Aligned (http://boards1.wizards.com/showthread.php?p=4312992#post4312992): Manifestations of pure alignment in the form of creatures, similar to elementals. Angelic Brute (http://boards1.wizards.com/showthread.php?t=267413#post3829953): Massive and violent battle machine, spawned from what once used to be proud angels. Director (http://boards1.wizards.com/showthread.php?t=267413#post3902534): A powerful creature that twists the mind of it's opponents in order to dominate them. Etricot (http://boards1.wizards.com/showthread.php?t=267413#post3855254): A magical cross between a halfling and a pixie, with incredible alchemical abilities. Fleshworm (http://boards1.wizards.com/showthread.php?t=305620#post4370964): A dangerous creature that feasts upon flesh. Fleshworm Greater Larvae (http://boards1.wizards.com/showthread.php?t=305620#post4370994): An advanced form of the basic larvae of a Fleshworm. Orda Spawn (http://boards1.wizards.com/showthread.php?t=305620#post4364468): An abhorrent aberration of pure flesh, devoid of any shape or mind. Rector (http://boards1.wizards.com/showthread.php?t=267413#post3886728): A lesser form of the Director. Thundering Orb (http://boards1.wizards.com/showthread.php?t=267413#post3841750): Brethren of the beholder, a creature infused by the force of lightning. Creature Templates: Gargolic Creature (http://boards1.wizards.com/showthread.php?t=275773): Magically living statues, dramatical copies of real creatures. Races: Forgotten Dwarf (http://boards1.wizards.com/showthread.php?t=317961): A race of dwarves that has existed entombed beneath the earth long enough for them to be part of it. Cyclops (http://boards1.wizards.com/showthread.php?t=340686): One eyed, four armed desertic race. Research Branch: Items: Basic Firearms (http://boards1.wizards.com/showthread.php?s=&postid=3964165#post3964165): Weapons of powder and bullets (not magical, but did not fit anywhere else) Lantern of Many Cones (http://boards1.wizards.com/showthread.php?s=&postid=4229851#post4229851): An otherwise common bullseye latern with unique magical effects. Magical Properties: Hateful and Learning Weapon; Poison Gathering Armor (http://boards1.wizards.com/showthread.php?p=4371175#post4371175) ----------------------------------------------- I am very glad to see that this guild has been brought back to life. My thanks to the Threadkeeper. |
| king_of_evil00710-06-04, 06:02 PM | Great to see enthuiasm. I might PM all the old members who haven't changed sides. . . |
| Fuzzy Logic Inc.10-12-04, 03:16 AM | Well, I'm back from a significant hiatus, which is a good thing. The bad news is that I am forced to put aside the Zodiac Brave PrCs for the time being. I've considered many things, but they aren't turning out as well as I would have hoped. So those go on the back burner. I am formulating two other PrCs. The Prize Fighter and the Reedemer. The Prize Fighter is going to be a 3.5e semi-gladiator. You should see him later tonight or tomorrow afternoon if I can crank him out. However, I do need help with some ideas for the Redeemer. I'm hoping to make it an alignment based PrC (good Redeemers seeking out ex-good creatures; evil redeemers seeking out ex-evil creatures). Its kind of like a religious 'Fixer.' They bring their fallen brethren back to the light (or dark). If that isn't possible, they will kill them (simple as that). Hopefully, this gets a little bit of discussion here. I'm actually a little sad that there isn't more discussion going on in this Foundation :weep: , its a great source of critque and helpful advice and I know that KoE would like to see a little bit of life breathed into his creation. |
| Deladrion Garthin10-12-04, 08:49 AM | I'm kind of working on a couple of things. I say "kind of" because all that is getting done so far is kicking around some ideas :D Someone mentioned that they'd like to see a Bene Geseserit PrC, and I just happened to have an old one that I wrote up a couple of years ago, so now I need to tweak and alter it for 3.5 compatibility, balance, and just to make it a better reprenentaion of the organization. If any of you are Dune fans, or just really good at balance, take a look. Bene Gesserit Sisterhood I'm also kicking around the concept of a warrior who uses the momentum of his great axe to sweep away enemies, taking advantage of the axe's length to use as a reach weapon to a limited extent. Here is the thread: Whirling Axeman Concept... The redeemer PrC sounds brutal, Fuzzy Logic. In a fun way :D |
| Silmarien Aldalome10-12-04, 09:07 AM | A gold-leafed parchment floats down out of the sky and lands at your feet. It says "Curious? Follow the URL's and see for yourself". Inter-Foundation Game/War - Versoin 2.1 (http://boards1.wizards.com/showthread.php?p=4571812#post4571812) Glossary Of Terms (http://boards1.wizards.com/showthread.php?p=4575994#post4575994) Deldarion - Bene Gesserit! :cool: Some of Frank Herbert's concepts (those about the Voice) - stay with me for decades. I've built a number of PrC's myself that are "Bard-ic" in being bound to Verse, Magic and Voice. Your work is great. Welcome. Amazing Creators - you guyz have the basis here for an Armoury that should shake the foundations of the earth. We'd like you to join in The Games. Post your questions - or join in directly at the Prep thread if you wish. stav |
| king_of_evil00710-12-04, 05:22 PM | The man in dark robes with a benevolent smile pokes the parchment with a 10 foot pole. Confused at the lack of an explosion or other trap, he reads eagerly Well, while I am a dictator, I sometimes enjoy to run things by what the people think :D While I still don't 100% understand these game rules yet, I"m willing to figure them out if the rest of you wish to participate. Regardless, I'll be keeping myself updated with the prep thread. Fuzzy: NIce to see some life breathed into the thread. Your Redeemer sounds like an interesting concept. My only obvious problem is that the good Redeemer would either be too much like a Paladin, or just not be able to be good, if he kills enough, depending on the DM and the guy's god (he's almost have to be chaotic, and I know a lot of DMs taht would call him evil) However, I'd definitely like to see what you can come up. I could see the guy kinda like a contract redeemer, working for various churches or organizations. Like the Church of Pelor might say "Hello Mr. Redeemer. A priest has gone renegade. Hunt him down and "redeem" him." Deladrion - I'll take a look at this Whirling Axeman concept ASAP. |
| thasis10-12-04, 06:08 PM | People check out my Dragonslayer. I have updated it and made it more flavourfull. Also I'm finished the Dungeon Lord Prc (it will be in my Book of Corruption). It's a prc that moves into dungeons and takes over. Some of his specials is sight through his mind into rooms in the Dungeon and controlling some monsters in the Dungeon. It needs some work though. Not enough specials I don't think. I'll post it once I have the time (wich might be today or in the next couple of days). |
| Deladrion Garthin10-12-04, 06:27 PM | I'm with KoE; I'm interested in this interFoundation game thingy, but it will take some time for me to slog through the rules and structure of it. Lucky me my web handle here is the name of my longest running character :D Thanks for the kind words, Silmarien. I just noticed my Bene Gesserit link is a dud, ugh. Fixing that now :embarrass If you're a big fan I'm sure your insights would be helpful :D As I say in the thread, I've only read the prequels by Brian Herbert so far, so my concept of the organization is not crystal clear. |
| Silmarien Aldalome10-12-04, 06:37 PM | People check out my Dragonslayer. I have updated it and made it more flavourfull. Also I'm finished the Dungeon Lord Prc (it will be in my Book of Corruption). It's a prc that moves into dungeons and takes over. Some of his specials is sight through his mind into rooms in the Dungeon and controlling some monsters in the Dungeon. It needs some work though. Not enough specials I don't think. I'll post it once I have the time (wich might be today or in the next couple of days). Sounds fantastic Thasis. KoE - I've responded to the really good questions you have raised. Deldarion - if there are any questions - please ask them. Or if you have suggestions for simplifying the rules bring it on. OK - I have to jump on a tram and into the day (it's work time in Oz) - but enjoy your evenings. I will return soon enough (some of you may still be at it) to check out your inquiries and answer your questions. regards stav |
| Fuzzy Logic Inc.10-12-04, 07:47 PM | The man looks up from his forge as the parchment floats in and as the Dark Robed man pokes said parchment. I, too, am interested in the Inter-Foundation Games. It should be fun and I'd be willing to support the foundation if'n we decide that we all are going to enter (which I would like to see). Addressing the Redeemer... All right, I must admit that he would be killing guys that don't run back to the light (albeit, evil guys that have betrayed that light) and perhaps earn himself an evil-bent. So, I'm thinking about basing him more around the Justicar. Bonuses to non-lethal damage, rope use, and catpure him so he can return them to whatever organization he works for. In addition, I planned on making him chaotic anyway. :In other news... I finished the Prize Fighter. A kind of 'just for fun' PrC that can be used in niches in a campaign. Check him out in my sig or in my conent post! |
| king_of_evil00710-14-04, 06:10 PM | I'm interested in these Justicar / Redeemer PrCs. |
| thasis10-14-04, 06:31 PM | Heres my new Prestique Class: Dungeon Lord (http://boards.wizards.com/showthread.php?t=322765) |
| king_of_evil00710-14-04, 06:48 PM | Thasis - I'll check it out later. I, however, would like to ask a suggestion of you. Would it be possible to add some {size=1} tags at the start of and {/size} tags at the end of your sig? (replace {} with [] ). Or line it up and all, several on a line, rather than a big list? As it is right now, it takes up my entire browser window by itself. Thanks. |
| Fuzzy Logic Inc.10-15-04, 12:34 AM | The Redeemer is up. You can find him Here. He is now based more heavily off the justicar, but he has the religious bent I was looking for. Check him out and post. |
| Epic Scotsman10-16-04, 01:13 PM | Hey look, I'm still here. Fancy that... Anyway, I'm been looking around the boards from time to time, but I've no time to put up any new PrCs for the moment. Never take Microbiology, Human Physiology and Organic Chemistry all at the same time. Anyway, look for the "Master of the Flying Guillotine" sometime in the next few weeks, I'll probably work on it here and there in my spare time. And now, I'm off to fight the good fight (whatever fight it is). ~Epic |
| Deladrion Garthin10-16-04, 03:33 PM | I wish you luck in your endeavors, Mr. Scotsman. It is indeed fortunate that you are not dead yet. From what I've heard of it, the Master of the Flying Guillotine should be interesting. I'm looking forward to it. Your schedule does indeed sound hectic, and here I am thinking I'm overburdened with my Botany and Applied Phyics courses. :embarrass If I never see another Chemistry book in my life it will be too soon... PS~ Love your quote of Spike. Ironically most things (such as people, and their faces) break when he kicks them. :D |
| king_of_evil00710-16-04, 06:33 PM | Hey Epic, I remember you telling me about that MotFG. Should be interesting. Good luck with all those courses, sounds like you'll need it. |
| Fuzzy Logic Inc.10-17-04, 01:49 AM | Yes, the Epic Scotsman has returned. Good to see you back. |
| BronzeBeard10-17-04, 08:37 AM | Im back from 2 weeks vacation and now ready for some major works. I see you have been busy and I have some announcments: All Im hereby starting a semipoll to see if youde like my Elemental Acrobat (http://boards1.wizards.com/showthread.php?t=309780) as an epic PrC or rather a low level one. This comes after KoE had shown me that my creation, as it is now, will not go well with ascending to higher levels. I said that Im ready to help whoever ask me to do so and I know that there are a couple of PrCs going around here (Deladrion Garthins Sisterhood and Whirling Axeman, Fuzzys Redeemer, thasiss Dungeon Lord and Dragonslayer). If you would like me to view it please MENTION it dont just yo guyz heres my PrC have fun otherwise I think youre just addind it to your creations list. Fuzzy Ok, so youre building the Redeemer. Whet kind of help do you need? Shall I make you an abilities list to choose from? Pictures? Flavor texts? ...darker than the shadows, following the big black-robed man, he noticed the parchment drifting off the skies. Alarmed at his companion attemp to brutally check for trapses with a 10 ft pole (?!?). But hey, scrolls were not his thing. Puzzeled by the buffeling instruction he consorted the black man... KoE Ive been trying to understand the Inter-Foundation Game/War - Versoin 2.1 thingy but Im having a hard time cracking that up (one of the reasons is that I am not an American). Generally, Im in. Thasis your dungeon lord sounds like dungeon keeper. Oh, and please pretty please stop bringing your sig up. It bombards me every time I look at this thread. And thats include all of you, if your sig is as big as a window browser (like mine) or more than put it out for this thread. Now, emm What was I about to do? |
| king_of_evil00710-17-04, 05:37 PM | The dark-robed man looks around nervously, attempting (and failing) to hide the 10-foot pole Ah, Bronze, welcome back. Frankly, I have a difficult time comprehending the exact nature of these rules. . . perhaps I'll go ask more questions ;) Sil's probably gonna see "last post by king_of_evil and start crying "not again. . ." :D Kidding, kidding. I hope. Myself, I'm not a fan of epic level rules. Just too broken. So I'd have to say no Epic for my vote. And I'm still trying to get inspired to make a new PrC. . .and failing miserably. My best recent idea was created discussing the concept of Deladrion's Axeman, a guy with heavy armor who uses his armor to create extra momentum and strike harder. But I don't really feel like doing another heavy armor PrC. . . |
| BronzeBeard10-17-04, 05:59 PM | The question I'd like to ask you, KoE, is wheter you want to make another PrC all by yourself. If building a PrC with somebody else is sufficient enought than you are more than welcom to help me with my next piece (you don't have to). The PrC is about dwarfes playing in a hit-the-ball-with-a-hammer game that looks like baseball, soccer, hoki, football mixed game. But first things come first and the rules to teh game must be made prior to the PrC making. If you are intrested than I'll post the flavor text. In the meanwhile: EmA results: Epic - 1 Stan - 1 |
| king_of_evil00710-17-04, 08:47 PM | Oh, I love helping others make PrCs, and I'll gladly help with yours. When I have free time to think (and with a 45 minute walk to work every morning, then 45 minutes home, I have lots of time) I form mini-concepts of prestige classes, along with a signature ability or so. They rarely go further than that. But every now and then I get struck with a genius idea, which I form into a PrC. I don't like making "generic" PrCs. Like a heavy axe warrior. I thought "what would a heavy axe warrior do to minimize his weakness (speed)? Attach a chain to his axe and pull foes back to him!" The Blade Lord isn't just an armorless sword warrior, he forms a supernatural attachment with his blade and performs incredible powers. LIttle did I know that this concept was very similar to the Kensai PrC (from CW IIRC), which I haven't seen. My most recent attempt was the Spellfist Legionnaire, but that ended up far too anim้ish and scattered than what I originally envisioned. My next PrC (the Xchionicist) was originally created so I would be making something, but it ended up even more anim้ish, and generally not good at all. My latest mini-concept is a tactical fighter. He can use whatever kind of weapon he feels like (unlike my recent weapon-based dudes) who often caries several weapons with him, using what's best for the situation. Inspired by my Anti-Weapon Feats and wondering about a character who carried a variety of weapons suited to different situations. . . still not sure if I'll flesh this dude out. I'm curious about this sport PrC. |
| Fuzzy Logic Inc.10-17-04, 09:12 PM | The squat figure looks up from his forge, ears perking at the word... 'dwarves'. Ah, dwarves are the best! I'm playing over with an idea for a Dwarven Stonemage. Kind of an Arcane counterpart to the Stonelord. By the way, if there are any Dwarf enthusiasts out there, then drop by the new Dwarf Foundation (cared for by yours truely) and drop in some nifty dwarf ideas. Bronzebeard, if you're looking for any help with your sport PrC, you can drop in at the foundation. We only have a couple members, but we'll help out how we can. |
| BronzeBeard10-17-04, 10:54 PM | Fuzzy, I AM a member... So, to the story we go: [Insert Name Here] On the north coast of the mainland. Somewhere around the two westren, most important and succeding nations of the "trio - alliance" live the hill dwarves. Those who where banished from the dwarven mountains by their brothers, the mountain dwarfs. The dwarven refugees, accoused at assisting the human race at minning and smithing, were forced to flee. And so they fled north to their human friends's towns. Many years have passed since that sad occasion. Generations passed and hatred was gone. And the hill dwarfs got use to living side by side with humans. And so does their cultural and religious marks have faded almost entirly. Except the HammerBall game. Breaking between a hill dwarf and the game is like taking from the mountain one his pint. The game is easy to follow: There are three players at each side. Each one is equiped with protecting gear and given a hammer (one that is made for the game, but any old hammer will do). The task is simple - score the ball into the other teams goal by hammering it only! 3 points if the ball bounce, prior to goal, off any of the rival team's players. No goalkeepers. No use of hands, legs or other parts of the body, only the hammer. HammerBall players are usually stout little fella. Having the needs to endure hard bumps (althought wearing protective suit) the strenght to use a hammer in wide swings and the agility of hitting the small ball, the size of a fist. P.S. Fuzzy, you didn't vote. plz do. |
| Fuzzy Logic Inc.10-18-04, 05:32 PM | BronzeBeard, you may be a member of the old Dwarven Foundation, but that thread has been silent for 2 months and is now not located in the guild house page. I have started a new Dwarf Foundation, located here that is under new management, mine. :D Anyway, I vote for keeping the EmA non-epic. But I don't like epic rules and the such, so my vote may be biased. I like this little story about the game, I think this could be turned into a nifty PrC. The game sounds sort of like... Lacrosse, but you can't use your body. Something I think you should give them is slightly increased speed in medium or light 'armor' (read athletic gear). Also, I'd make Dodge a prerequisite feat, since theyy'd be trying to dodge the ball from hitting their body. |
| BronzeBeard10-18-04, 07:14 PM | BronzeBeard, you may be a member of the old Dwarven Foundation, but that thread has been silent for 2 months and is now not located in the guild house page. No I'm not. And I detaste all this character or that class warship Foundations. My sole interest is in creating and updating stuff created by, well... me. Or seeking other peoples good creations. Anyway, I vote for keeping the EmA non-epic. But I don't like epic rules and the such, so my vote may be biased. You mean Bipased? Did you read it? I like this little story about the game, I think this could be turned into a nifty PrC. The game sounds sort of like... Lacrosse, but you can't use your body. Something I think you should give them is slightly increased speed in medium or light 'armor' (read athletic gear). Also, I'd make Dodge a prerequisite feat, since theyy'd be trying to dodge the ball from hitting their body. Will see. Is that all? |
| Fuzzy Logic Inc.10-18-04, 08:16 PM | All Im hereby starting a semipoll to see if youde like my Elemental Acrobat as an epic PrC or rather a low level one. This comes after KoE had shown me that my creation, as it is now, will not go well with ascending to higher levels. If I understand that... then I don't think it should be epic. Fuzzy, I AM a member... BronzeBeard, you may be a member of the old Dwarven Foundation, but that thread has been silent for 2 months and is now not located in the guild house page. No I'm not. And I detaste all this character or that class warship Foundations. My sole interest is in creating and updating stuff created by, well... me. Or seeking other peoples good creations. I guess that conversation was not all on the same page. And, I'm trying to get discussion going on in the Dwarven Foundation about some ideas for Dwarf Related PrCs. If you want, you could drop in and discuss. I would like to link to your new PrC when it gets finished and place the link in the Foundation so other Dwarf lovers can find it and use it. |
| BronzeBeard10-18-04, 08:31 PM | Quote: Originally Posted by BronzeBeard Fuzzy, I AM a member... Quote: Originally Posted by Fuzzy Logic Inc. BronzeBeard, you may be a member of the old Dwarven Foundation, but that thread has been silent for 2 months and is now not located in the guild house page. Quote: Originally Posted by BronzeBeard No I'm not. And I detaste all this character or that class warship Foundations. My sole interest is in creating and updating stuff created by, well... me. Or seeking other peoples good creations. Actually, I meant that I am a member in here. But not in the dwarven thread because of the above reason. As about to linking my PrC... Fine, I guess. The Poll for now: Epic: 1 Non-Epic: 2 |
| BronzeBeard10-19-04, 06:15 PM | Say, where do I put items I created (I mean - where is the items forums?)? |
| king_of_evil00710-19-04, 07:05 PM | Alright, I think I've finally figured out a new PrC. Here it is, first draft (not all abilities finished) Name not only subject to change, but name MUST change! Suggestions please? The two men faced off, staring at each other. One was bedecked in medium armor, with an incredible amount of weapons strapped all around his body. The other wore no armor, and carried little but a sword. "You know, that's pretty silly, carrying a single weapon. If something were to happen to it. . ." "What are you going to do, break it with one of your hundred weapons? Mine carries more magic than all of yours combined!" "Breaking a weapon is not the only way. . . your combat style is flawed. If somebody were to strike you. . ." "I'm too fast! My sword can knock aside all blows!" The kensai rushed forward suddenly, drawing a blade glowing blue with force. The other man drew a shield and deflected the first sword blow, hefting a short spear with his other hand, and striking at the exposed kensai, who dodged to the side. The Kensai swung his glowing blade, cleanly snapping the spear in two. The man retreated for a moment, deep in thought. "You're faster than I expected. . . no matter. I know your weakness now." He threw himself forward, leading with the shield, which barely managed to deflect another brutal sword blow. But that gave him enough time to put his new plan into action. A sword appeared in his hand, almost like magic, so fast could he draw his blade. The man swung this new sword, a notched blade. The notch caught onto the Kensai's sword, the adamantine of the blade resisting the kensai's blade's power. The man looked the Kensai straight in the eye. "Without your blade, you are helpless." The fearful Kensai tried to step back, tried to unlock his blade, but couldn't. "I would know the name of the man who defeated me." "Call me Talon. . ." Talon snapped the Kensai's blade mercilessly, then finished the defeated Kensai. Brutes charge into battle swinging weapons, tacticians stand back and direct. Why can't one do both? The Tactical Warrior is a unique warrior. Unlike Weapon Masters, Kensai, or many other warriors, he specializes not in a single weapon, but in a variety of weapons and combat styles. Furthermore, he analyzes specific enemies weaknesses and compounds upon them, finding holes in specific combat styles and penetrating them with a variety of weapons & tactics. Viable at short and long range combat, the Tactical Warrior is competant at nearly anything. Many Tactical Warriors were originally fighters. Paladins, Monks, and Barbarians are too specialized or not intelligent enough. Some Rangers become Tactical Warriors - the Defeat Fighting Style ability synergizes well with Favored Enemy. HD: d8 Prerequisites Feats: Martial Weapon Proficiency [All], Quick Draw, any ONE of the following: Swordbester, Axeslasher, Lancebuster (see below) Skills: Craft [Weaponsmithing] 8 ranks, Knowledge [Tactics] 6 ranks Progression BAB: As Fighter (considering as Rogue) Saves: Fort good Class Skills The class skills (and their key abilities) for the Tactical Warrior are: Balance (Dex), Bluff (Cha), Climb (Str), Concentrate (Con), Craft (Int), Knowledge [Monster Lore, Tactics] (Int), Swim (Str), Rope Use (Dex) *Unfinished* Weapons & Armor: The Tactical Warrior is proficient in light and medium armor, and with all shields. He gains no new weapon proficiencies. Quick Sheathe (Ex): The Tactical Warrior can sheathe his weapon quickly, as a free action. This has no effect if you interpret Quick Draw to allow free sheathing as well. Defeat Fighting Style (Ex): The Tactical Warrior's base ability is his skill at defeating others based on their fighting style. Every even level, the Tactical Warrior can learn to beat yet another fighting style. When the Tactical Warrior reaches level seven, these abilities increase further. Sword & Shield: The classic "Knight" fighting style is a common choice. By feinting and confusing the foe, the Tactical Warrior can easily beat this fighting style. When fighting a foe using any one-handed weapon in one hand and a shield in the other, you gain +2 to attack against that foe. At level seven, you not only gain +2 to attack against the foe, but you can also make a disarm check as a free action to remove the target's shield. This check carries no penalties for failure. Smash!: The typical Barbarian fighting style, Smash! allows the Tactical Warrior to beat foes using two-handed weapons, due to the lack of speed. The Tactical Warrior gains a +2 dodge bonus to AC against any foe wielding a two-handed weapon in melee. If the foe uses Power Attack, this increases to a +4 AC increase. At level seven, you can make an attack of opportunity against any foe who attacks you under the Smash! conditions. But be warned: Making this special attack of opportunity also removes one of your attacks the next round, and unbalances you (you get a penalty of -2 to all attacks until your next turn) Cloak & Dagger: Rogues are the bane of any group, able to sneak by defenses and strike them hard. Tactical Warriors who can Defeat Cloak & Dagger are a little harder to get. You gain Uncanny Dodge. At level seven, you gain Uncanny Dodge II. Single Blade: Enemies like Kensai wield a single weapon in combat, which is their major weakness. Since they cannot effectively defend themselves, you can strike them harder. Against a foe wielding a single one handed weapon, and nothing in their other hand, you gain +2 to damage. Defeat Weapon (Feat): At level 1, and again at level 5, the Tactical Warrior gains a bonus feat from the following list: Swordbester, Axeslasher, and Lancebuster. Bonus Feats: At level 2, 5, and 8 the Tactical Warrior gains a bonus feat relating to a new method of fighting. The list of bonus feats is: Axeslasher, Combat Expertise, Exotic Weapon Proficiency, Improved Shield Bash, Improved Unarmed Strike, Lancebuster, Power Attack, Precise Strike, Swordbester, Two-Weapon Fighting. Analyze Weakness: At level three, the Tactical Warrior can analyze a foe for weaknesses. To analyze a foe, the Tactical Warrior must not move and simply watch his for. He can analyze a foe for a number of rounds equal to his class level (he can analyze a foe for longer, but it has no additional effect). Once he breaks the analysis (by moving or being interrupted) the bonus begins to take effect. Every round of studying grants the Tactical Warrior some bonuses. He may split a bonus (equal to his class level) as he wishes between a dodge bonus to AC against that opponent and a bonus to attack against the same foe. As long as the bonus lasts, he also recieves a +4 bonus to Spot or Listen in order to locate the foe (if the foe is hiding, moving silently, or Invisible. Packhorse (Ex): The Tactical Warrior must carry a virtual armory with him, and learns to carry more and more equipment. His strength counts as being two points higher to determine carrying capacity. Hold Weapon (Ex): Enemies like Kensai, Weapon Masters, and Blade Lords wield a single weapon in combat, a major weakness. At level 6, the Tactical Warrior can compound upon that weakness with a special grapple check. It is made with an attack roll (it does provoke an attack of opportunity) opposed by your target's attack roll. If you win, your opponent can no longer make attacks with that weapon or with the arm that holds it, unless he drops the weapon. Every round you both can make opposed checks to break the hold (although once the hold is created, you gain a +4 circumstance bonus to following checks to maintain the hold). If your opponent wins either the first opposed roll or any following ones, the hold is immediately broken and he gains a free attack against you that uses up one of his attacks of opportunity should he choose to make it. At any time (on your turn), you can immediately break the hold without penalty as a free action, or you can make a special Sunder attempt against your foes's weapon with a standard action. This Sunder attempt automatically hits and damage is increased by your class level. Whether it breaks the weapon or not, the hold is immediately lost. New Feats Swordbester [General, Fighter] Pre-req's: Weapon Proficiency [any spear, ranseur, or similarily hafted weapon], BAB +2 Benefits: When in melee combat with an opponent who wields a sword you recieve +1 circumstance bonus to attack and damage rolls if you are wielding any hafted weapon like a spear. Against oppoents who wield two weapons (one of which is a sword) you recieve +1 to attack only, unless both weapons are swords. If one is a sword and one is an axe, you recieve no benefits from this feat against that enemy. Special: This feat can be taken several times. Each time,the bonuses increase by +1. Axeslasher [General, Fighter] Pre-req's: Weapon Proficiency [longsword, dagger, any sword-like weapon], BAB +2 Benefits: When you are in melee combat with an opponent who wields an axe you recieve +1 circumstance bonus to attack rolls and +1 dodge bonus to AC if you are wielding a sword. Against opponents who wield two weapons, and only one is an axe, you only recieve +1 to attack unless both weapons are axes. If one is an axe and one is a lance, you recieve no bonuses. Special: This feat can be taken several times. Each time,the bonuses increase by +1. Lancebuster [General, Fighter] Pre-req's: Weapon Proficiency [battleaxe, greataxe, or any similar axe weapon], BAB +2 Benefits: When you are in melee combat with an opponent who wields a lance you recieve +2 circumstance to damage rolls if you are wielding an axe. Against opponents who wield two weapons, and only one is a lance, you only recieve +1 to damage unless both weapons are lances. If one is an lance and one is a sword, you recieve no bonuses. Special: This feat can be taken several times. Each time,the bonuses increase by +1. ************ Right now, I'm not too pleased with how Defeat Weapon Style turned out. I'll mull over it tonight. ANy comments/criticisms? |
| thasis10-19-04, 08:18 PM | King of Evil, guess what. NightScreamer has returned after his long absence. If I am correct he is the previous owner of the Amazing Creators Foundation [New]. I could be wrong though. Just wanted to bring that up. |
| king_of_evil00710-19-04, 08:49 PM | Time to break out the PM... Edit: The horror! His PM box is full. . . my well-typed "letter" (not just PM) is wasted! Seriously though, Nightscreamer, if yo'ure reading this, clean out your PM box so we can discuss this. |
| Jharviss10-19-04, 10:55 PM | I will only serve KoE, not some freak who screams in the night (and if I Nightscreamer does happen to become my new master, I will be switching that quote to "I will only serve Nightscreamer, not some freak who thinks he rules evil"). In any case, I wanted to let y'all know I was alive... I just haven't visited here in a while, everything I do lately is geared toward my world-building group, Colabore. And what a time to stick in a pitch.... come join Colabore, a community dedicated toward the building of a complete world, on the scale of Faerun or Oerth. Our world is very diverse and very interesting, not to mention being new with many twists and turns. Join now and you can truly have an affect on a world, and best of all, we plan to be published (though this is a no-payment organization). You can visit our Yahoo! Group at http://groups.yahoo.com/group/colabore or my website containing much of the world's information at www.geocities.com/jharviss. Come and be creative! Okay, so yeah, done with that... I have a couple Prestige Classes I'm working on, or rather have had in the back of my mind for a couple weeks now and need to get down onto paper. BTW, Bronzebeard, I would say make your elemental acrobat both epic and non-epic, such as they have to be 15th level to get in and by the time they get halfway through the PrC they become epic. |
| Fuzzy Logic Inc.10-20-04, 01:59 AM | @KoE: Neat PrC. I'm not sure I like the Defeat FIghting Style, but I'm not sure how to change it. Let me think it over while I'm at work tomorrow and then I'll post something when I get home. However, I do have 1 question. Weapons & Armor: The Tactical Warrior is proficient in light and medium armor, and with all shields. He gains no new weapon proficiencies. Wha? Isn't this guys schtick supposed to weapons upon weapons upon weapons? Give him proficiency with all simple and martial weapons for goodness sake! If, however, this was because of some specific reason, just put me in my place and forget about it. Analyze Weakness:*snip*...As long as the bonus lasts...*snip* And just how long does the bonus last, hm? |
| BronzeBeard10-20-04, 08:14 AM | Ive edited it so it would match any character that would pick it up. By my point of view this PrC meant to be for any player who wants to enchance his char with anti-fighting moves. Fix me if Im wrong. Cunning Warrior / Clever fighter( - something like that) The two men faced off, staring at each other. One was bedecked in medium armor, with an incredible amount of weapons strapped all around his body. The other wore no armor, and carried little but a sword. "You know, that's pretty silly, carrying a single weapon. If something were to happen to it. . ." "What are you going to do, break it with one of your hundred weapons? Mine carries more magic than all of yours combined!" "Breaking a weapon is not the only way. . . your combat style is flawed. If somebody were to strike you. . ." "I'm too fast! My sword can knock aside all blows!" The kensai rushed forward suddenly, drawing a blade glowing blue with force. The other man drew a shield and deflected the first sword blow, hefting a short spear with his other hand, and striking at the exposed kensai, who dodged to the side. The Kensai swung his glowing blade, cleanly snapping the spear in two. The man retreated for a moment, deep in thought. "You're faster than I expected. . . no matter. I know your weakness now." He threw himself forward, leading with the shield, which barely managed to deflect another brutal sword blow. But that gave him enough time to put his new plan into action. A sword appeared in his hand, almost like magic, so fast could he draw his blade. The man swung this new sword, a notched blade. The notch caught onto the Kensai's sword, the adamantine of the blade resisting the kensai's blade's power. The man looked the Kensai straight in the eye. "Without your blade, you are helpless." The fearful Kensai tried to step back, tried to unlock his blade, but couldn't. "I would know the name of the man who defeated me." "Call me Talon. . ." Talon snapped the Kensai's blade mercilessly, then finished the defeated Kensai. Brutes charge into battle swinging weapons, tacticians stand back and direct. Why can't one do both? The Tactical Warrior is a unique warrior. Unlike Weapon Masters, Kensai, or many other warriors, he specializes not in a single weapon, but in a variety of weapons and combat styles. Furthermore, he analyzes specific enemies weaknesses and compounds upon them, finding holes in specific combat styles and penetrating them with a variety of weapons & tactics. Viable at short and long range combat, the Tactical Warrior is competant at nearly anything. Many Tactical Warriors were originally fighters. Paladins, Monks, and Barbarians are too specialized or not intelligent enough. Some Rangers become Tactical Warriors - the Defeat Fighting Style ability synergizes well with Favored Enemy. HD: d8 Prerequisites Feats: Martial Weapon Proficiency [All], Quick Draw, any ONE of the following: Swordbester, Axeslasher, Lancebuster (see below) Skills: Craft [Weaponsmithing] 8 ranks, Knowledge [Tactics] 6 ranks Progression BAB: As Fighter (considering as Rogue) Saves: Fort good Class Skills The class skills (and their key abilities) for the Cunning Warrior are: Balance (Dex), Bluff (Cha), Climb (Str), Concentrate (Con), Craft (Int), Knowledge [Monster Lore, Tactics] (Int), Swim (Str), Rope Use (Dex), Tumble (Dex) 2 + Int. modifier *Unfinished* Weapons & Armor: The Cunning Warrior does not gain any proficiencies 1st level: Quick Sheathe (Ex): The Tactical Warrior can sheathe his weapon quickly, as a free action. This has no effect if you interpret Quick Draw to allow free sheathing as well. Defeat Fighting Style (Ex): The Tactical Warrior's base ability is his skill at defeating others based on their fighting style. At first level, second level and every three level therafter the Tactical Warrior can learn to beat yet another fighting style. Sword & Shield: The classic "Knight" fighting style is a common choice. By feinting and confusing the foe, the Tactical Warrior can easily beat this fighting style. When fighting a foe using any one-handed weapon in one hand and a shield in the other, you gain +2 to attack against that foe. Smash!: The typical Barbarian fighting style, Smash! allows the Tactical Warrior to beat foes using two-handed weapons, due to the lack of speed. The Tactical Warrior gains a +2 dodge bonus to AC against any foe wielding a two-handed weapon in melee. If the foe uses Power Attack, this increases to a +4 AC increase. Cloak & Dagger: Rogues are the bane of any group, able to sneak by defenses and strike them hard. Tactical Warriors who can Defeat Cloak & Dagger are a little harder to get. You gain Uncanny Dodge. Single Blade: Enemies like Kensai wield a single weapon in combat, which is their major weakness. Since they cannot effectively defend themselves, you can strike them harder. Against a foe wielding a single one handed weapon, and nothing in their other hand, you gain +2 to damage. Defeat Weapon (Feat): At level 1, and again at level 5, the Tactical Warrior gains a bonus feat from the following list: Swordbester, Axeslasher, and Lancebuster. 3rd level: Bonus Feats: At level 3 and 8 the Tactical Warrior gains a bonus feat relating to a new method of fighting. The list of bonus feats is: Axeslasher, Combat Expertise, Exotic Weapon Proficiency, Improved Shield Bash, Improved Unarmed Strike, Lancebuster, Power Attack, Precise Strike, Swordbester, Two-Weapon Fighting. (dont let him choose bonus feats from the new 3 because their already a prereq and you gave them as bonus Defeat Weapon) Analyze Weakness: At level three, the Tactical Warrior can analyze a foe for weaknesses. To analyze a foe, the Tactical Warrior must not move and simply watch his for. He can analyze a foe for a number of rounds up to the Cunning Warriors class level (he can analyze a foe for longer, but it has no additional effect). Once he breaks the analysis (by moving or being interrupted) the bonus begins to take effect. Every round of studying grants the Tactical Warrior another bonus point . He may split the bonus points as he wishes between a dodge bonus to AC and a bonus to attack. The bonus work only against that analyzed for. As long as the bonus lasts, he also recieves a +4 bonus to Spot or Listen in order to locate the foe (if the foe is hiding, moving silently, or Invisible. Packhorse (Ex): The Tactical Warrior must carry a virtual armory with him, and learns to carry more and more equipment. His strength counts as being two points higher to determine carrying capacity. Hold Weapon (Ex): Enemies like Kensai, Weapon Masters, and Blade Lords wield a single weapon in combat, a major weakness. At level 6, the Tactical Warrior can compound upon that weakness with a special grapple check. It is made with an attack roll (it does provoke an attack of opportunity) opposed by your target's attack roll. If you win, your opponent can no longer make attacks with that weapon or with the arm that holds it, unless he drops the weapon. Every round you both can make opposed checks to break the hold (although once the hold is created, you gain a +4 circumstance bonus to following checks to maintain the hold). If your opponent wins either the first opposed roll or any following ones, the hold is immediately broken and he gains a free attack against you that uses up one of his attacks of opportunity should he choose to make it. At any time (on your turn), you can immediately break the hold without penalty as a free action, or you can make a special Sunder attempt against your foes's weapon with a standard action. This Sunder attempt automatically hits and damage is increased by your class level. Whether it breaks the weapon or not, the hold is immediately lost. Improved Defeat Fighting Style (Ex): When the Tactical Warrior reaches level seven, he may choose 1 of these abilities to increase it further. Sword & Shield: You not only gain +2 to attack against the foe, but you can also make a disarm check as a free action to remove the target's shield. This check carries no penalties for failure. Smash!: You can make an attack of opportunity against any foe who attacks you under the Smash! conditions. But be warned: Making this special attack of opportunity also removes one of your attacks the next round, and unbalances you (you get a penalty of -2 to all attacks until your next turn) Cloak & Dagger: You gain Uncanny Dodge II. Single Blade: You gains additional +2 to damage. This could be swapped any time for the use of improved trip action. New Feats Swordbester [General, Fighter] Pre-req's: Weapon Proficiency [any spear, ranseur, or similarily hafted weapon], BAB +2 Benefits: When in melee combat with an opponent who wields a sword you recieve +1 circumstance bonus to attack and damage rolls if you are wielding any hafted weapon like a spear. Against oppoents who wield two weapons (one of which is a sword) you recieve +1 to attack only, unless both weapons are swords. If one is a sword and one is an axe, you recieve no benefits from this feat against that enemy. Special: This feat can be taken several times. Each time,the bonuses increase by +1. Axeslasher [General, Fighter] Pre-req's: Weapon Proficiency [longsword, dagger, any sword-like weapon], BAB +2 Benefits: When you are in melee combat with an opponent who wields an axe you recieve +1 circumstance bonus to attack rolls and +1 dodge bonus to AC if you are wielding a sword. Against opponents who wield two weapons, and only one is an axe, you only recieve +1 to attack unless both weapons are axes. If one is an axe and one is a lance, you recieve no bonuses. Special: This feat can be taken several times. Each time,the bonuses increase by +1. Lancebuster [General, Fighter] Pre-req's: Weapon Proficiency [battleaxe, greataxe, or any similar axe weapon], BAB +2 Benefits: When you are in melee combat with an opponent who wields a lance you recieve +2 circumstance to damage rolls if you are wielding an axe. Against opponents who wield two weapons, and only one is a lance, you only recieve +1 to damage unless both weapons are lances. If one is an lance and one is a sword, you recieve no bonuses. Special: This feat can be taken several times. Each time,the bonuses increase by +1. P.S. A. I didnt check the new feats B. Think about givving different bonus rather than uncanny dodge ability to the cloak and dagger style just for flavor. Jharviss: The idea was to change that after you'd make your vote... |
| Jharviss10-20-04, 05:57 PM | He who has a beard of metal (also known as Bronzebeard): whaddya mean by your reply to me? I'm confused. *goes back and sees if I missed something important* |
| king_of_evil00710-20-04, 05:59 PM | @KoE: Neat PrC. I'm not sure I like the Defeat FIghting Style, but I'm not sure how to change it. Let me think it over while I'm at work tomorrow and then I'll post something when I get home. However, I do have 1 question. Wha? Isn't this guys schtick supposed to weapons upon weapons upon weapons? Give him proficiency with all simple and martial weapons for goodness sake! If, however, this was because of some specific reason, just put me in my place and forget about it. And just how long does the bonus last, hm? I assumed that he would already be proficient with all simple weapons. However, I'll throw that in there, as well as medium armor proficiency. Whoops. . . forgot to mentoin that the bonus lasts for the number of rounds that you studied for. Bronzebeard: Regarding the bonus feats, see the special that you can take it several times? If you really hate people with axes. . . Tumble is an appropriate skill addition. I did want to grant something other than Uncanny DOdge, but as I said, it's not finished. I originally had it grant an AC bonus, but that was real bland. Like I said, I didn't like how Defeat Weapon Style turned out, it's just dodge & attack bonuses. ANd I just noticed that I never gave an improved Defeat Single Blade. . . I'll be back later tonight to implement these planned changes, as well as add a cap ability or somesuch. ANy suggestions? |
| BronzeBeard10-20-04, 06:23 PM | KoE: How about giving him the trip/feint/disarm/sunder kinda' fighting moves? that would be much nicer than +2 attack/ +2 AC etc. Jharviss: BTW, Bronzebeard, I would say make your elemental acrobat both epic and non-epic, such as they have to be 15th level to get in and by the time they get halfway through the PrC they become epic. BB: The idea was to change that after you'd make your vote... Jharviss: He who has a beard of metal (also known as Bronzebeard): whaddya mean by your reply to me? I'm confused. *goes back and sees if I missed something important* I think that the situation as it is need to be changed. That is - or epic or non epic but not both. |
| Jharviss10-20-04, 06:33 PM | Well, I'm in favor of both, but if you can't really make up your mind, I would make it non-epic and then tell a person how to continue it into the epic levels much like they do with other PrC's in the epic levels. Know what I mean? |
| BronzeBeard10-20-04, 06:48 PM | I think. but can you be more specific I mean about my PrC... |
| Fuzzy Logic Inc.10-24-04, 04:13 AM | A couple new PrCs by me went up. The Fury Striker, a PrC for your ex-Monk. Sivlerbeard Knight, a PrC for your Dwarf cleric or paladin. |
| king_of_evil00710-26-04, 06:33 PM | Well, the IFG will be beginning soon (Inter-Foundation Games). I'd like to ask something of members: try to be more active during the games! I don't want to have to do things all by myself. As a Benevolent Dictator, I try to run my threads much like democracies - going by the general concensus of the other members. All I ask is that y'all keep informed and let me know if you think we're going in the wrong direction or if you want anything specific to happen. In other words, participate! In other news, I'll be releasing my revised Tactical Warrior in a few days. . . -KoE |
| thasis10-26-04, 08:50 PM | Revised Tactical Warrior... sounds cool. On the Guild Wars... what we doing. We supplying people with stuff to use or what. Are we going to be mercanarys maybe. |
| BronzeBeard10-28-04, 10:07 AM | ah, thasis... your sig. squashing me... ah..... KoE - I think thasis right, we should be suppliyers, like the goblins did at WCIII. By earning gold, we should take over the world :D muhahahahahahahahahahahahahahaha!!!!!!!! ....... What am I doing? I'm crazy, don't listen to me. I'm sorry for not being active in the foundation, it's just that i'm charge for the rules of the IFWG and must keep tracking of sil's doing 24/7. I wanted to do the following: Doll mage, Fire cleric holy-items set and that dwarven hammerball player - but that all have to wait until I finish with the IFWG rules thread. |
| Epic Scotsman10-28-04, 12:15 PM | Hey, hey! Well I've finally gotten off my ass and finished the Master of the Flying Guillotine. If anyone wants to take a look, the link is in on my links page. Have fun head-chopping!! ~Epic |
| Jharviss10-28-04, 10:44 PM | Hey Scot, I chopped up your head chopper and really liked it. Excellent flavor. Now to go look at this game thingy. |
| Epic Scotsman11-01-04, 09:35 PM | Guess what, I made another one! Now, it's not quite as original in flavor as the Master of the Flying Guillotine, but I think it's solid. Anyway, it's the Epic Scotsman (link on the links page if you want to check it out). It does grant a few feats to give it it's power, but some of the stuff is purely from my overworked brain. So anyway, have fun killing the English and as always, comments are welcome. Oh and by the by, this is PrC # 40 for the old Epic Scotsman. Does that mean I'm over the hill? |
| Jharviss11-01-04, 09:51 PM | Well, as I see it you become 'epic' at 20 prestige classes, so maybe now that you've hit 40 you'll become the divine scotsman? |
| BronzeBeard11-02-04, 04:45 PM | no, you become divine at 80. at 40 you become legednery and at 60 you become heroic something |
| Jharviss11-02-04, 10:29 PM | Wouldn't it make sense to become heroic before you become legendary? You can be a hero without being a legend, atleast so I would think (also, aren't legends normally things of the past, so to be legendary would you be dead and gone?) Actually, nevermind... I'm going on a tangeant. |
| Epic Scotsman11-03-04, 09:56 AM | Well, whatever strange prefix you give me is up to you. All I know is I have the second most PrCs on the boards (last time I looked) and I'm only trailing to Shadowfoot (who is indeed divine). So perhaps if you've made I think about 55 (as Shadowfoot has) and also about a book's worth of new feats and spells you can be considered a god (or a madman). As for me, I'm the later. |
| thasis11-03-04, 10:54 PM | Has everyone heards of the Ultimate Classes. If you havn't to bad. Check them out, you don't know what your missing. Anyway, I'm thinking of making a class using the style that the ultimate classes are done in. It's called the Ultimate Merchant. What you do is you specilize in selling things. At the beggining when you first take class levels you choose what you want to specilize in selling. Since you deal in certain aspects of selling you start to pick up on the trade of what your selling. Lets say you sell arcane components you gain some magical talent or if you sell weapons you get some fighting abilities. Then of course you get abilities that help you make money. Sounds cool or what? |
| BronzeBeard11-04-04, 07:22 PM | Has everyone heards of the Ultimate Classes. If you havn't to bad. Check them out, you don't know what your missing. Anyway, I'm thinking of making a class using the style that the ultimate classes are done in. It's called the Ultimate Merchant. What you do is you specilize in selling things. At the beggining when you first take class levels you choose what you want to specilize in selling. Since you deal in certain aspects of selling you start to pick up on the trade of what your selling. Lets say you sell arcane components you gain some magical talent or if you sell weapons you get some fighting abilities. Then of course you get abilities that help you make money. Sounds cool or what? Could be, but the character will, probably, take the player far from adventuring. As you see, the characters need to be made combatment (even clerics that are here to heal and stuff use weapons and violent spells). Nevertheless - you never know. |
| king_of_evil00711-05-04, 11:14 PM | For anybody who wants to join in, the Games have begun. Anglar's hosting a "Murder, She Wrote" mystery thing over at the Underdark thread. I've already begun some preliminary examination on the corpse (described below) and any of y'all can join in if you want to and you've got a character written up. Jarlaxle meets you in a room where the deceased's body lies on a table. It is covered by a white cloth. When he pulls it back, you are hit by the sight of perhaps the most beautiful Drow female you have ever seen, save for the look of sheer terror on her face. The only thing you can pick up on with a cursory looking over is the bruises on her throat, wrists, and ankles. Right, so there's our corpse. I've got my money on it being some kind of horrible creature involving ropes or chains. . . I'm guessing some sort of Roper or maybe a Kyton? Could be one really freaky NPC. Epic: Your new PrC is pretty cool. I was wondering myself if you'd ever make an "Epic Scotsman". So are you back into being "the machine" and churning out more quality PrCs every week? |
| king_of_evil00711-07-04, 01:14 AM | I promised a revised Tactical Warrior. . . and instead spontaneously created the Time Warrior, based off of Prince of Persia: The Sands of Time! Here it is |
| BronzeBeard11-07-04, 04:25 PM | Listen all, I'm working on a new PrC for the time being as the Guardian of the Earth that should be something. But along with my real life an all I am pretty overloaded and I won't show up on the boards for at least another couple of days, So I need help. KoE, if you could please keep my blue inn from spamming and ugly stuff (under NO CIRCUMSTANCES it should be turned into an IFWG thread. It has nothing to do with it and so it would be. Keep the good work with the game in generally and once I complete my character I'll be joining you guyz in the game (and our boss KoE). Have fun, I'm already late Bye. |
| king_of_evil00711-07-04, 05:57 PM | ALright Bronzebeard, I'll try to keep the peace, but as to your request to prevent spamming. . . I can't do much about that, since it is an off-topic thread, so really it is a repository for spam. . . |
| NightScreamer2011-10-04, 01:45 AM | Ah my fellow inventors and masterminds of wondrous creations...I have returned! ^_^ Thank you KoE for restoring this Guild, and improving it to it's full potential. I tried, but failed (my laziness got to me) but with a new bout of energy I have come back to place my creations here and join the ranks of true geniuses. Erm... btw it's 2am here and I'm not about to search everything out right now... ...but I will. I have somethings for every branch btw. lol. |
| BronzeBeard11-13-04, 07:54 PM | :wow: wow thatwas a busy week! real life can be really demanding sometimes. k, so heres what I came up with: Dwarf, Wood - a translation of yet another race from my world but provides littles history and/or another time events from my world-settings so if anyone is looking for info on my place, and I know at least one such person, this is not the place to see it. Guardian of the Earth - a making of my own for a warrior type like to upgrade himself when adventuring upon earth rocks and etch. I do not need help for those above as I am quite happy with the way they went out. But if you still have a free time or just simply bored... my next undertaking is an artifact from the same setting that the EmA and the wood dwarves are from. I hope I'll get it done by the end of next week but you may never know. KoE, I thank you for my transmitting of my words. I do hope I cleared myself there, now. If you, yourself, are confused you may check the inn out. |
| king_of_evil00711-19-04, 05:56 PM | Whoops, sorry. I could've sworn I replied to this. . . Nightscreamer - Make yourself a Creation Page (look at mine, post 4, for a sample) with links to all your stuff, and I'll put a link to it in Post #2 and all that jazz. Good to have you back. BB: Anytime. Gotta reprasent :rofl: So how do you guys feel about the IWFG? As far as I can see, nobody else's shown very much interest in the murder, nor really in the IWFG as well. . . |
| BronzeBeard11-19-04, 08:51 PM | Whoops, sorry. I could've sworn I replied to this. . . Nightscreamer - Make yourself a Creation Page (look at mine, post 4, for a sample) with links to all your stuff, and I'll put a link to it in Post #2 and all that jazz. Good to have you back. BB: Anytime. Gotta reprasent :rofl: So how do you guys feel about the IWFG? As far as I can see, nobody else's shown very much interest in the murder, nor really in the IWFG as well. . . Well, I mean the idea is very nice. But I have the hunch or just the peculiar feeling that the captain behind the wheel is wasting too much time and isn't making any significant progress with it. I do not like the way things went out. |
| Epic Scotsman11-20-04, 12:10 PM | Good day gentlemen... Anyway, enough with the formalities, I've got an idea for a new PrC. Anyone here ever read the Earthsea trilogy? I love the magic system in those books, so I'm thinking a caster PrC with some Earthsea flavor would be fantastic. Any thoughts? |
| BronzeBeard11-20-04, 12:32 PM | I, unfourtonatly, am not familier with the mentioned books. Sorry. |
| Jharviss11-20-04, 05:51 PM | Okay, to prove I am still alive, I just finished this PrC... a very flavorful class called the Imperial Knight of Ragyrinthis (http://boards1.wizards.com/showthread.php?t=340568). Take a look and tell me what you think... thanks! Also, I am interested in the games, but there's a lot to sift through and my time isn't huge. |
| BronzeBeard11-20-04, 06:36 PM | I looked at your character, check it out. Also, I am interested in the games, but there's a lot to sift through and my time isn't huge. Well, as the rules-keeper (http://boards1.wizards.com/showthread.php?t=325855) I would allow myself to tell you all the basics: if you want to play the game as a character (one individual) you need to post a 15th ECL character at the relevent thread (http://boards1.wizards.com/showthread.php?t=328114) which will be played by YOU. The rest is (still :raincloud ) disscused. :tantrum: |
| Jharviss11-20-04, 06:42 PM | 15th level is it? I could do that... just give me a bit of time. |
| BronzeBeard11-20-04, 08:11 PM | When you're on it, give the following thing a thought: We, as a foundation (The Amazing Creator's Foundation), will be working togheter and KoE will be our leader (unless you don't want to hook up and that's fine). But if you do stick around then remember that we must work togheter to acomplish - what? the answer is unknown as both Sil and the meta-disscusions thread are unclear about that one. BUT - there is one thing that is already active: Orcy's battle arena. So if you are planning to fight there, and if you are planning on fighting for the name of the Foundation then give a look at the other members character portfolio (I know for sure that both me and KoE have active characters) and check what are the groups weak points and optimize yourself. |
| Jharviss11-21-04, 12:45 AM | Ahh damn KoE... I wanted to be a General of the Chained Axe, but no, you go and do it. Oh well. But a bard? That is interesting... Okay, I'm bored tonight so I think I'll get started making a character. |
| Klaus van der Kroft11-21-04, 10:37 AM | Cyclops (http://boards1.wizards.com/showthread.php?t=340686): One eyed, four armed desert race. |
| king_of_evil00711-21-04, 12:41 PM | Be a dual-wielding (sorry, too much Halo 2) General of the Chained Axe. An axe in each hand, etc. I considered designing an alternate one without armor stuff for TWF'ers, but figured there really wasn't any need. Or. . . heh. Be a Hulking Hurler. Check the Optimization Library, look for him. Read the whole thread (or most of it, at least) because the build gets scarier as it goes on. I wanted to be a General, but at the same time, I wanted to be a leader. I figured levels in Orator (not bard. . heh) and levels in General (love it) would fit the bill, but my guy really isn't very optimized for combat. |
| Jharviss11-21-04, 03:43 PM | Naw, I'm going to be the epitome of freaky wizards... not freaky wierd, freaky scary. |
| king_of_evil00711-21-04, 08:33 PM | Blast, why wasn't I a Paladin? I completely forgot they got Diplomacy. . ., and that their spells are arcane. This character is a joke. I wonder if Sil will let me modify my dude. . . In the games, do we really want to be "players"? BB and Thasis suggested a while back that we be supplyers and mercs. . . I'm fine with that, or we can be a major player. Any thoughts? |
| BronzeBeard11-21-04, 10:26 PM | Jharviss - I am the scariest mage ever, muhahaha... JK, be a mage - will combine powers. KoE - I made myself 2 characters (both are not ready yet): the freaky WC troll and a Rakashasa sorcerer (check it out, his awesome!!!). In bottom line - it doesn't matter how much characters you will make (you could made cohorts for yourself) as long as you play something (ECL) of 15th level or lower. |
| Jharviss11-21-04, 10:45 PM | I'll just do whatever you tell me to do KoE.... then again, I am an insane assassin-mage, so doing whatever you tell me to do might not always be exactly what you tell me to do. Be wary... I have a habit of killing people in their sleep. |
| BronzeBeard11-21-04, 11:46 PM | this is my char (http://boards1.wizards.com/showpost.php?p=4869117&postcount=90) |
| Deladrion Garthin11-22-04, 12:18 AM | It seems to me that "Amazing Creators" would be neutral suppliers/mercs as per the goblins of the Warcraft games. Usable by all factions and appreciated by all factions. No matter who wins, we do to! I might be making a character soon :D |
| BronzeBeard11-22-04, 12:45 AM | You already said that. Even thought that doesn't mean we won't need to defend ourself. With abilities like ours others will want to steal away our goods. |
| BronzeBeard11-22-04, 04:29 PM | Say, would you like to join the tournoment at the arena? (I know, it's my creation but nevertheless...) |
| Deladrion Garthin11-22-04, 05:20 PM | Probably... I'll get started on the character as soon as I get home for Thanksgiving break. Should have it up in a couple of days. Thinking of being an Iron Fist with a knack for smithing... |
| Jharviss11-22-04, 06:00 PM | Updated my Feather Knight (http://boards1.wizards.com/showthread.php?t=292549)... take a look and screw it over! Also, I'm now working on a couple ideas... Melee Mage - Sounds like every other battle mage, but changes spells to spell-like abilities usable often. Spelltwister - Through a combonation of weaving spells and metamagic alterations, the Spelltwister has a spell variant for every scenario. Parasite Lord - An odd class, this is a mage who has learned to create parasites which he uses in a variety of things from eating a person's heart to controlling their mind. Yep... all of my plans are PrC's that have spellcasting, and these are the ones that I'm putting off. Odd? Who knows... |
| king_of_evil00711-23-04, 05:41 PM | I'm in the midst of revising my character (thanks Sil - I know I already used some illegal Bard stuff and such) as a Paladin/General, and I'm currently thinking of the best endgame layout (how many levels of Paladin). I'm considering a simple PLD10 layout, but I'm thinking a bit. I'm also brainstorming a new PrC based off of a Paladin, for my campaign world (where Paladins aren't a core class). Rahter than having some generic divine spells and Remove Disease (ugh. . .), he's gonna have some cool abilities instead. I'm not using him though, since it is a campaign-custom PrC. |
| BronzeBeard11-23-04, 06:33 PM | What? I'm using a campaign based (WC) items and feats, and it's A-O-K by anyone else I know of. Use your paladin. To a new item: I have completed another PrC, named War Magician. I though of a wizard or sorcerers using spell in combat like that battle cleric from Complete Divine. But it totally missed the point and went out, some how, not the way I wanted. Anyhow, enjoy. |
| king_of_evil00711-23-04, 06:42 PM | A) It's not finished. B) I would rather be a General of the Chained Axe C) Paladin was the only "fightin'" class with Diplomacy, and that fell though. The skill requirements for the General of the Chained Axe are surprisingly high. In fact, the easiest way to become one (incidentally) is via the Ranger class. So I'm a Ranger 7/General8. A whole new character concept. Although I still have my hat of disguise and glamered armour, meaning (visually) I appear the same. In fact, this character (in combat) is much more efficient and pwerful, and aside from the fact that his leadership aspect completely vanished, he's cool. I do lose all my nice "booming voice" visuals however. |
| BronzeBeard11-23-04, 06:58 PM | Iwill gladly follow you even if you were one of my wood dwarfs. |
| king_of_evil00711-23-04, 08:04 PM | Wood Dwarfs? :rofl: This, I HAVE to see. Btw: Thanks for the support. THis guy might actually be worth using in the arena. I might join the tourney. |
| BronzeBeard11-24-04, 07:15 AM | Wood Dwarfs? :rofl: This, I HAVE to see. Btw: Thanks for the support. THis guy might actually be worth using in the arena. I might join the tourney. I hope you will. For you, and you alone, may subscribe the foundation (as it leader's) to the guild. the wood dwarfs. |
| king_of_evil00711-25-04, 07:45 PM | Right. . . I never knew that the Guild Leader had to enter the teams for the Tourney. . . So who wants in? I'll fight if you guys want to, and I'm guessing Deladrion's in as well? BB, can you fight in your own tourney? |
| Deladrion Garthin11-25-04, 08:25 PM | Sure thing, I'm in. Where are the specific rules for the tournament, though? Also, there seems to be a lot of confusion as to what the parameters are for the characters... some aren't ECL 15, some have equipment and others don't, and I'm really not sure what it's going to be like with homebrew PrCs in the mix. Should be interesting to say the least :D |
| BronzeBeard11-26-04, 02:05 AM | Right. . . I never knew that the Guild Leader had to enter the teams for the Tourney. . . So who wants in? I'll fight if you guys want to, and I'm guessing Deladrion's in as well? BB, can you fight in your own tourney? I am willing to fight. And I think it is OK since Orcy is the Judge, not me. I just advertised the tourny. As for the topic you said, Deladrion Garthin, I think you just looked on the cohort's post. You see, almost every one as of lately had taken the leadership feat and posted a list of followers (which is IMO really annoying). The rules for the tourny: Untill Knockout, not until death. Each foundation sends a group of 3 combatants. Each combat has special ground settings (whenever I fight, orcy will bring the settings. whenever I don't, I will bring the settings). No money/items lost upon lost battle. A trophy will be given to the tourny winners. |
| king_of_evil00711-26-04, 06:02 PM | Are cohorts allowed? I don't have one, but I don't want to go up against three people, each with a cohort who has a cohort, etc. I think it'll be pretty fair. Orcy's the judge, and if anybody has an overpowered PrC, I'm sure Orcy will do something 'bout it. I'm sending a PM to both of you, so we can discuss tactics. Let me know if you don't get it. |
| Jharviss11-28-04, 12:01 PM | I was totally gonna join, but due to time restrictions (or more accurately, the release of World of Warcraft), I think I'll stay out of the games for a time. |
| Deladrion Garthin11-28-04, 02:13 PM | "...or more accurately, the release of World of Warcraft..." Word. I'm waiting to see if I'll get it for Christmas, if not, I'll be shelling out the cash the next day :P I suspect that if I fail and drop out of college, it will because of that game... only time will tell. |
| The Vorpal Tribble11-28-04, 02:23 PM | The Vorpal Tribble's Creation Page I don't make the crazy rules, I just twist them to my purpose. - Celia, Order of the Stick (http://www.giantitp.com/cgi-bin/GiantITP/ootscript?SK=278) _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ A Dying Ember (http://boards1.wizards.com/showthread.php?t=566554) (My homebrewed campaign setting) _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ Monstrous Branch (Note: Some of these monsters were made up to two years ago, when I was first learning to make monsters. Haven't had the time to redo them now that I know what I'm doing, but will get around to updating someday.) Player Races: Cheval (http://boards1.wizards.com/showthread.php?t=677648) Chimneyfolk (http://boards1.wizards.com/showthread.php?p=10785618#post10785618) Kryptonian (http://boards1.wizards.com/showthread.php?t=788404) Somnambul (http://boards1.wizards.com/showthread.php?t=638374) Templates: Bitterborn (http://boards1.wizards.com/showthread.php?t=753564) Black Passion (http://boards1.wizards.com/showthread.php?t=695690) Broken (http://boards1.wizards.com/showthread.php?t=689109) Centered (http://boards1.wizards.com/showthread.php?t=670444) Coldblooded (http://boards1.wizards.com/showthread.php?p=8938589#post8938589) Elbrun (http://boards1.wizards.com/showthread.php?t=654621) Elegy (http://boards1.wizards.com/showthread.php?t=730648) Indigo Beauty (http://boards1.wizards.com/showpost.php?p=10356377&postcount=2) Mnemonic (http://boards1.wizards.com/showthread.php?p=5698016#post5698016) Mosaican (http://boards1.wizards.com/showthread.php?p=8743668#post8743668) Pelt (http://boards1.wizards.com/showthread.php?t=564626) Proxidicae (http://boards1.wizards.com/showthread.php?p=11020335) Seadreamt (http://boards1.wizards.com/showthread.php?t=706362) Spiderbelly (http://boards1.wizards.com/showthread.php?t=598820) Wary (http://boards1.wizards.com/showthread.php?t=713537) Bestiary Alatessa (Angel In Faded Lace) (http://boards1.wizards.com/showthread.php?t=627517)-Alley Wolf (http://boards1.wizards.com/showthread.php?t=659077)-Amberward of Salpa (http://boards1.wizards.com/showthread.php?t=655451)-Arcadian Holly (http://boards1.wizards.com/showthread.php?p=6994724#post6994724)-Armourmel (http://boards1.wizards.com/showthread.php?t=313479)-Autumnal Breath (http://boards1.wizards.com/showthread.php?p=7432916#post7432916)-Bahramsu (http://boards1.wizards.com/showthread.php?t=377672)-Bandytwine (http://boards1.wizards.com/showthread.php?t=409462)-Barkstrone (http://boards1.wizards.com/showpost.php?p=5462339&postcount=11)-Belly Serphent (http://boards1.wizards.com/showthread.php?t=455055)-Biting Wind (http://boards1.wizards.com/showthread.php?t=455053)-Blizzard Willow (http://boards1.wizards.com/showthread.php?t=540255)-Bloosnjor (http://boards1.wizards.com/showthread.php?t=728610)-Blue Heifer (http://boards1.wizards.com/showthread.php?t=663418)-Blarestorm (http://boards1.wizards.com/showthread.php?t=663476)-Breathtaker (http://boards1.wizards.com/showthread.php?t=438454)-Burl Noggin (http://boards1.wizards.com/showthread.php?t=688240)-Burl Tortoise (http://boards1.wizards.com/showthread.php?p=4595771#post4595771)-Cancer (http://boards1.wizards.com/showthread.php?t=391556)-Carnage Apple (http://boards1.wizards.com/showthread.php?t=710943)-Castaway of Votemmaris (http://boards1.wizards.com/showthread.php?t=509827)-Chrystalis_Nullgray (http://boards1.wizards.com/showthread.php?t=333925)-Coatiecuck (http://boards1.wizards.com/showthread.php?t=392675)-Cobblecap (http://boards1.wizards.com/showthread.php?t=723858)-Crystal Woman (http://boards1.wizards.com/showthread.php?t=581529)-Cyclops, Higher (http://boards1.wizards.com/showthread.php?p=10211923)-Dampstrider (http://boards1.wizards.com/showthread.php?p=7894228#post7894228)-Damu Chura (http://boards1.wizards.com/showthread.php?t=669336)-Danket (http://boards1.wizards.com/showthread.php?t=455054)-Dark Bedfellow (http://boards1.wizards.com/showthread.php?t=673695)-Darkcrop (http://boards1.wizards.com/showthread.php?t=663804)-Death Dew (http://boards1.wizards.com/showthread.php?t=484849)-Deepestblack (http://boards1.wizards.com/showthread.php?t=387196)-Devil's Kine (http://boards1.wizards.com/showthread.php?t=716845)-Dewmoss (http://boards1.wizards.com/showthread.php?p=8457763#post8457763)-Dripping Delugia (http://boards1.wizards.com/showthread.php?t=648630)-Dropbear (http://boards1.wizards.com/showthread.php?t=660094)-Edgepuddle (http://boards1.wizards.com/showthread.php?t=682291)-Eh, Steve! (http://boards1.wizards.com/showthread.php?t=405984)-Elysium Orchid (http://boards1.wizards.com/showthread.php?t=683167)-Essence of Pharos (http://boards1.wizards.com/showthread.php?t=510902)-Fane (http://boards1.wizards.com/showthread.php?t=733857)-Feathered Widower (http://boards1.wizards.com/showpost.php?p=5753104&postcount=88)-Fewmet Golem (http://boards1.wizards.com/showthread.php?t=664988)-Flash Herring (http://boards1.wizards.com/showthread.php?t=489417)-Frosti Swarm (http://boards1.wizards.com/showthread.php?t=687916)-Froutmooth (http://boards1.wizards.com/showthread.php?t=521431)-Gamecock (http://boards1.wizards.com/showthread.php?t=338980)-Geyserbelly (http://boards1.wizards.com/showthread.php?t=681453)-Gglupagug (http://boards1.wizards.com/showthread.php?t=381057)-Gj๓sa (http://boards1.wizards.com/showthread.php?t=688910)-Golden Miasma (http://boards1.wizards.com/showthread.php?t=680297)-Gratuitous Gore (http://boards1.wizards.com/showthread.php?p=5941673#post5941673)-Green Blur (http://boards1.wizards.com/showthread.php?t=360290)-Green Geyser (http://community.wizards.com/showthread.php?t=666861)-Headhunter (http://boards1.wizards.com/showthread.php?t=694039)-Heartsblood Boar (http://boards1.wizards.com/showthread.php?t=692153)-Hidden Stream (http://boards1.wizards.com/showthread.php?t=580862)-Huffing White (http://boards1.wizards.com/showthread.php?t=692106)-Hyperborean (http://boards1.wizards.com/showthread.php?p=9996464)-Indigo Rose (http://boards1.wizards.com/showpost.php?p=10356379&postcount=3)-John Barleycorn (http://boards1.wizards.com/showthread.php?t=514312)-Kelp_Worm (http://boards1.wizards.com/showthread.php?t=362458)-Lady Blackscuttle (http://boards1.wizards.com/showthread.php?t=754117)-Lady of the Harvest Moon (http://boards1.wizards.com/showthread.php?p=7432909#post7432909)-Leather Dread (http://boards1.wizards.com/showthread.php?t=455059)-Legendary Whale (http://boards1.wizards.com/showthread.php?t=541405)-Licosti (http://boards1.wizards.com/showthread.php?t=713360)-Light of the Ancestors (http://boards1.wizards.com/showthread.php?t=669221)-Longhorse (http://boards1.wizards.com/showthread.php?t=765414)-Magnusumatta (http://boards1.wizards.com/showthread.php?t=689661)-Masqueradin (http://boards1.wizards.com/showthread.php?t=425929)-Memory of Trees (http://boards1.wizards.com/showthread.php?t=577371)-Miracle Dog (http://boards1.wizards.com/showthread.php?t=457744)-Munchkin (http://boards1.wizards.com/showthread.php?t=691172)-Muusi (http://boards1.wizards.com/showthread.php?t=434850)-Myconid, Deathcap (http://boards1.wizards.com/showthread.php?t=778189)-Necrospede (http://boards1.wizards.com/showthread.php?t=424198)-Opabinia Floater (http://boards1.wizards.com/showthread.php?t=534036)-Pathcrosser (http://boards1.wizards.com/showthread.php?t=483147)-Peasant Hero (http://boards1.wizards.com/showthread.php?t=734279)-Peluda (http://boards1.wizards.com/showthread.php?p=7067898#post7067898)-Pestilant (http://boards1.wizards.com/showthread.php?t=390671)-Plaskamn (http://boards1.wizards.com/showthread.php?p=9469536#post9469536)-Possessed Wardrobe (http://boards1.wizards.com/showthread.php?p=6249387#post6249387)-Pufferwolf (http://boards1.wizards.com/showthread.php?t=628689)-Pureborn Beast (http://boards1.wizards.com/showthread.php?p=9525151#post9525151)-Purefire (http://boards1.wizards.com/showpost.php?p=10166315&postcount=2)-Qalupalik (http://boards1.wizards.com/showthread.php?t=672633)-Ravenclawe (http://boards1.wizards.com/showthread.php?t=690361)-Red Man (http://boards1.wizards.com/showthread.php?t=612856)-Relentless Courser (http://boards1.wizards.com/showthread.php?t=467244)-Rose Immortal (http://boards1.wizards.com/showthread.php?t=626356)-Scarred Warrior (http://boards1.wizards.com/showthread.php?t=682690)-Scents of Earth (http://boards1.wizards.com/showthread.php?t=380501)-Scorchedwind Grain (http://boards1.wizards.com/showthread.php?t=669556)-Sea Froth (http://boards1.wizards.com/showthread.php?t=500462)-Shattered (http://boards1.wizards.com/showthread.php?t=537351)-Shierum Serpent (http://boards1.wizards.com/showthread.php?t=736757)-Shrunken Head (http://boards1.wizards.com/showthread.php?t=708406)-Siphonut (http://boards1.wizards.com/showthread.php?t=674535)-Skrytinn'kanina (http://boards1.wizards.com/showthread.php?p=8251743#post8251743)-Sloughworm (http://boards1.wizards.com/showthread.php?t=675037)-Snowy Dove (http://boards1.wizards.com/showthread.php?t=482737)-Sorcaii (http://boards1.wizards.com/showthread.php?t=305666)-Soulhawker Devil (http://boards1.wizards.com/showthread.php?t=698225)-Spirit of the Candle (http://boards1.wizards.com/showthread.php?p=5078203#post5078203)-Spirit of the Virgin Lands (http://boards1.wizards.com/showthread.php?t=469496)-Spitfire Cockerel (http://boards1.wizards.com/showthread.php?t=685471)-Split-Rail Golem (http://boards1.wizards.com/showthread.php?t=686015)-Splittermaw (http://boards1.wizards.com/showthread.php?t=646752)-Squiqa (http://boards1.wizards.com/showthread.php?p=6829002#post6829002)-Ssi't'ssi (http://boards1.wizards.com/showthread.php?t=339959)-Stomiitaw (http://boards1.wizards.com/showthread.php?t=679083)-Storyhunduy (http://boards1.wizards.com/showthread.php?t=565125)-Stumbleslink (http://boards1.wizards.com/showthread.php?t=677996)-Swellhorse (http://boards1.wizards.com/showthread.php?t=669393)-Tangrill (http://boards1.wizards.com/showthread.php?t=371968)-Tekka-Tekka (http://boards1.wizards.com/showthread.php?t=701896)-Thistlehen (http://boards1.wizards.com/showthread.php?t=726286)-Tilinikan (http://boards1.wizards.com/showthread.php?t=428332)-Tohnn (http://boards1.wizards.com/showthread.php?t=692925)-Torcrab (http://boards1.wizards.com/showthread.php?t=315441)-Treecer (http://boards1.wizards.com/showthread.php?t=356088)-Trick In the Hand (http://boards1.wizards.com/showthread.php?t=356717)-Unihorn (http://boards1.wizards.com/showthread.php?p=5761355#post5761355)-Veroiseau (http://boards1.wizards.com/showthread.php?t=783989)-Wai (http://boards1.wizards.com/showthread.php?t=711339)-Wellspring Newt (http://boards1.wizards.com/showthread.php?t=616780)-Whacko Jacko (http://boards1.wizards.com/showthread.php?p=5596543#post5596543)-Woman In Black (http://boards1.wizards.com/showthread.php?t=574958)-Xehoo (http://boards1.wizards.com/showthread.php?t=773456)-Xelcius (http://boards1.wizards.com/showthread.php?t=684869)-Yuyu (http://boards1.wizards.com/showthread.php?t=632534) Psionic Beasts: Aurcach (http://boards1.wizards.com/showthread.php?t=489238)-Bleggan (http://boards1.wizards.com/showthread.php?t=505394)-Both-th-th-in (http://boards1.wizards.com/showthread.php?t=644289)-Brine Treader (http://boards1.wizards.com/showthread.php?p=5917842#post5917842)-Chill Scattered (http://boards1.wizards.com/showthread.php?t=621924)-Cirripedian (http://boards1.wizards.com/showthread.php?p=4564646#post4564646)-Cricketman (http://boards1.wizards.com/showthread.php?t=629865)-Darkwater Fungus (http://boards1.wizards.com/showthread.php?t=300299)-Disciple of M'tu (http://boards1.wizards.com/showthread.php?t=384535)-Dragon Uncarnate (http://boards1.wizards.com/showthread.php?t=308274)-Dreamcatcher (http://boards1.wizards.com/showthread.php?t=639306)-Drippitch (http://boards1.wizards.com/showthread.php?t=705973)-Duskwing Swarm (http://boards1.wizards.com/showpost.php?p=5735300&postcount=99)-Fevercramp Flies (http://boards1.wizards.com/showthread.php?t=455064)-Gilga (http://boards1.wizards.com/showthread.php?t=392865)-Guible (http://boards1.wizards.com/showthread.php?t=793748)-Imagineered (http://boards1.wizards.com/showthread.php?t=635673)-Insomnius (http://boards1.wizards.com/showthread.php?p=8831563#post8831563)-J'marlik (http://boards1.wizards.com/showthread.php?t=405743)-Karibbi (http://boards1.wizards.com/showthread.php?t=431718)-Man Who Wasn't There (http://boards1.wizards.com/showthread.php?t=396111)-Mkichaa (http://boards1.wizards.com/showthread.php?t=671134)-Momeh (http://boards1.wizards.com/showthread.php?t=652875)-Night Rain (http://boards1.wizards.com/showthread.php?t=645415)-Nihil (http://boards1.wizards.com/showthread.php?t=788536)-Oomn (http://boards1.wizards.com/showthread.php?t=633541)-Padaelias (http://boards1.wizards.com/showthread.php?t=455061)-Pdian (http://boards1.wizards.com/showthread.php?t=622196)-Plethelid (http://boards1.wizards.com/showthread.php?t=687083)-Pswarmers (http://boards1.wizards.com/showthread.php?t=494301)-Resonance Raven (http://boards1.wizards.com/showthread.php?t=337957)-Salikaa (http://boards1.wizards.com/showthread.php?t=305733)-Secret Piercer (Odaiusey) (http://boards1.wizards.com/showthread.php?t=624323)-Sleepwalker (http://boards1.wizards.com/showthread.php?t=657053)-Somnians (Dalmerdal, Dream Guard, Pangari, and Yani-Yileen) (http://boards1.wizards.com/showthread.php?t=495320)-Swiftjerker (symbiont) (http://boards1.wizards.com/showthread.php?t=628164)-Teaxi (http://boards1.wizards.com/showthread.php?t=531784)-T'gelli (http://boards1.wizards.com/showthread.php?p=5647399#post5647399)-The Vorpal Tribble (http://boards1.wizards.com/showpost.php?p=5312064&postcount=26)-Torrga and Torrgan Starets (http://boards1.wizards.com/showthread.php?t=413261)-T't't (http://boards1.wizards.com/showthread.php?t=455052)-Voidwing (http://boards1.wizards.com/showthread.php?t=649540) Phrenicalis Animalis (http://boards1.wizards.com/showthread.php?t=525300&page=1&pp=30) (Phrenic template added to every open-content animal) American Mythicals: Chupacabra (http://boards1.wizards.com/showpost.php?p=4924564&postcount=2)-Jackalope (http://boards1.wizards.com/showthread.php?p=4934016#post4934016)-Rod (http://boards1.wizards.com/showpost.php?p=4930436&postcount=11)-Skinwalker (http://boards1.wizards.com/showthread.php?p=4936589#post4936589) Hawaiin Mythicals: Huaka'i Po (Marchers of the Night) (http://boards1.wizards.com/showpost.php?p=5904651&postcount=19)-Nana'ue (http://boards1.wizards.com/showpost.php?p=5904117&postcount=18) Extinct Beasts Dinichthys (http://boards1.wizards.com/showthread.php?t=368457)-Moa (http://boards1.wizards.com/showthread.php?t=312519)-Riverbeast (http://boards1.wizards.com/showthread.php?t=486179)-Tanystropheus (http://boards1.wizards.com/showthread.php?t=372506)-Trilobites (http://boards1.wizards.com/showthread.php?t=354423) Living Spells Deathgrip (http://boards1.wizards.com/showpost.php?p=7041123&postcount=12) Hazing Thin (http://boards1.wizards.com/showpost.php?p=6843138&postcount=2) Hillarious Babbling (http://boards1.wizards.com/showpost.php?p=6844938&postcount=7) Psiphoner (http://boards1.wizards.com/showthread.php?t=474542) Slaggen (http://boards1.wizards.com/showpost.php?p=6880144&postcount=9) Thundering Blaze (http://boards1.wizards.com/showpost.php?p=7040609&postcount=11) Edible Foes! Mayonaise Elemental (http://boards1.wizards.com/showthread.php?t=310243)-Rootin', Tootin' Texas Chili Ooze (Yeeeeee HAW!) (http://boards1.wizards.com/showthread.php?t=316371) Media Monsters Alaga๋sian Shade (http://boards1.wizards.com/showthread.php?t=702766) Crystalline Entity (http://boards1.wizards.com/showthread.php?t=761307) Racing Snail (http://boards1.wizards.com/showthread.php?t=680257) Species 8472 (http://boards1.wizards.com/showpost.php?p=8653053&postcount=11) Skin Of Evil (http://boards1.wizards.com/showthread.php?t=767115) Stay-Puffed Marshmallow Man (http://boards1.wizards.com/showthread.php?p=5592364#post5592364) Familiars: Canopy Scorpion (http://boards1.wizards.com/showthread.php?t=403770)-Giant Salamander (http://boards1.wizards.com/showpost.php?p=5103918&postcount=7)-Pangolin (http://boards1.wizards.com/showpost.php?p=5103147&postcount=4) _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ Class Branch Classes: Somnambul Paragon (http://boards1.wizards.com/showpost.php?p=9408922&postcount=11) Prestige Classes: Blue Pheonices (http://boards1.wizards.com/showthread.php?p=7463663#post7463663) Cold Ken (http://boards1.wizards.com/showthread.php?t=563063) Dying Ember (http://boards1.wizards.com/showpost.php?p=7914775&postcount=8) Ever Rising (http://boards1.wizards.com/showthread.php?t=395882) Lichenfriend (http://boards1.wizards.com/showthread.php?p=8107888#post8107888) Ragman (http://boards1.wizards.com/showthread.php?t=757717) Storyhost (http://boards1.wizards.com/showthread.php?t=739766) Surrealist of Karribi (http://boards1.wizards.com/showthread.php?t=576692) _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ Utility Branch Skills Hypnosis skill for 3.5 (http://boards1.wizards.com/showthread.php?t=328595) Feats Blacklung (http://boards1.wizards.com/showthread.php?p=10667541#post10667541) Carrier (http://boards1.wizards.com/showthread.php?p=10667541#post10667541) Desperate Blow (http://boards1.wizards.com/showpost.php?p=11038636&postcount=4) Dislocation (http://boards1.wizards.com/showthread.php?p=10667541#post10667541) Duck Low (http://boards1.wizards.com/showpost.php?p=11038636&postcount=4) Eidetic Memory (http://boards1.wizards.com/showthread.php?p=11479923#post11479923) Fell Fallman (http://boards1.wizards.com/showpost.php?p=8206379&postcount=30) Hauler (http://boards1.wizards.com/showpost.php?p=8206379&postcount=30) Lightfooted (http://boards1.wizards.com/showthread.php?p=11429450#post11429450) Numbing Rage (http://boards1.wizards.com/showthread.php?p=10667541#post10667541) One Against Many (http://boards1.wizards.com/showthread.php?t=757298) Silent Struggle (http://boards1.wizards.com/showthread.php?p=11231543#post11231543) Skewering Thrust (http://boards1.wizards.com/showthread.php?p=10667541#post10667541) Sudden Snatch (http://boards1.wizards.com/showthread.php?p=11231543#post11231543) Archivist Feats Archivist of the Masses (http://boards1.wizards.com/showthread.php?t=733193) Archivist of the Mind (http://boards1.wizards.com/showthread.php?t=733193) Archivist Primordial (http://boards1.wizards.com/showthread.php?t=733193) Wild Archivist (http://boards1.wizards.com/showthread.php?t=733193) Monsterous Feats Disperse (http://boards1.wizards.com/showthread.php?t=759989) Divide and Conquer (http://boards1.wizards.com/showthread.php?t=759989) Irongut (http://boards1.wizards.com/showpost.php?p=11366566&postcount=3) One With the Hills (http://boards1.wizards.com/showthread.php?t=759989) Psionic Feats Accelerated Rejuvenation (http://boards1.wizards.com/showpost.php?p=9165533&postcount=3) Mind to Mind (http://boards1.wizards.com/showthread.php?t=727456) Rejuvenating Trance (http://boards1.wizards.com/showpost.php?p=9165533&postcount=3) Sense of Scrutiny (http://boards1.wizards.com/showthread.php?p=11065878#post11065878) Unhealthy Resonance (http://boards1.wizards.com/showthread.php?t=623093) Vow of Mind's Sanctity (http://boards1.wizards.com/showthread.php?t=661980) -=-=-=-=- Weapons Scorpion Tail: This exotic melee weapon is a ten-foot long, braided-rubber whip ending in a fist-sized lump of polished ironwood with a viciously sharpened wooden hook. It can also be used as a rope and grappling hook in the jungle. The stretchable nature of the rubber allows it to hit something five more feet away than its unstretched length. Cost - 4 gold pieces. Damage (M) - 1d8 Critical - x2 Range Inc - - Weight - 8 lbs. Type - Bludgeoning and piercing - Bladed Boomerang: This is an exotic ranged weapon shaped vaguely like a wide crescent with each of the wooden blades coming to a curve and the outside edges carefully sharpened. Unthrown it can also be used as a kukri. Cost - 10 gold pieces. Damage (M) - 1d6 thrown, 1d4 held Critical - 20 x2 Range Inc - 50 ft. Weight - 2 lbs. Type: - Slashing _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ Research Branch Spells Breath of Heaven (http://boards1.wizards.com/showthread.php?t=691505) Deepwarmth (http://boards1.wizards.com/showthread.php?t=691505) Flay (http://boards1.wizards.com/showthread.php?t=755044) Fumarole (http://boards1.wizards.com/showthread.php?t=691505) Gut (http://boards1.wizards.com/showthread.php?t=755368) Gutworm (http://boards1.wizards.com/showthread.php?p=11229814) Gutworm, Greater (http://boards1.wizards.com/showthread.php?p=11229814) Gutworm, Lesser (http://boards1.wizards.com/showthread.php?p=11229814) Mimicking Weapon ([url=http://boards1.wizards.com/showthread.php?p=11122838) Mirror Wall (http://boards1.wizards.com/showthread.php?p=11229115#post11229115) Paragon Weapon (http://boards1.wizards.com/showthread.php?p=11049933#post11049933) Purge Stomach (http://boards1.wizards.com/showthread.php?t=769173) Purge Stomach, Mass (http://boards1.wizards.com/showthread.php?t=769173) Stain of Guilt (http://boards1.wizards.com/showthread.php?p=11484447#post11484447) Summon Wild Spirit I-IX (http://boards1.wizards.com/showthread.php?p=10968027#post10968027) Werefell (http://boards1.wizards.com/showthread.php?t=691505) Psionic Powers Dreamless (http://boards1.wizards.com/showthread.php?t=636677) Elfshot (http://boards1.wizards.com/showthread.php?t=620444) Euphoria (http://boards1.wizards.com/showthread.php?p=11495026#post11495026) Feedback (http://boards1.wizards.com/showthread.php?t=760081) Immune Response (http://boards1.wizards.com/showthread.php?t=730424) Increased Momentum (http://boards1.wizards.com/showthread.php?t=730424) Masochistic (http://boards1.wizards.com/showthread.php?p=9759961#post9759961) Mind of Marble (http://boards1.wizards.com/showthread.php?p=10764760) Patagium (http://boards1.wizards.com/showthread.php?t=730424) Rogue Scholar (http://boards1.wizards.com/showthread.php?t=760068) Rogue Scholar, Thieving (http://boards1.wizards.com/showthread.php?t=760068) Shifting Philisophy (http://boards1.wizards.com/showthread.php?t=789548) Magic Weapon Enhancements Mimicking (http://boards1.wizards.com/showthread.php?p=11122838) Paragon (http://boards1.wizards.com/showthread.php?p=11049933#post11049933) Special Items Boots of Immovability (http://boards1.wizards.com/showthread.php?p=9787763#post9787763) Clasp of Inner Turmoil (http://boards1.wizards.com/showthread.php?p=9787763#post9787763) Greenthought Cap (http://boards1.wizards.com/showthread.php?p=9652547#post9652547) Incense of Restless Nights (http://boards1.wizards.com/showpost.php?p=9165814&postcount=4) Mirror of Desire (http://boards1.wizards.com/showthread.php?p=9787763#post9787763) Psicrown of the Dark Psyche (http://boards1.wizards.com/showthread.php?t=623264) Sleeping Glass (http://boards1.wizards.com/showthread.php?t=707283) Smock of Repentance (http://boards1.wizards.com/showpost.php?p=10474119&postcount=6) The Golden Kettle (http://boards1.wizards.com/showpost.php?p=8445075&postcount=41) (new substances, alchemical mixtures, spell components and the like) Grafts Glycerol Glands Substances Blizzard Nectar Red Dew Poisons Ichzzu Tea (http://boards1.wizards.com/showthread.php?p=9062311#post9062311) _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ Other Diseases Mind Melody The mindsong is an odd malady that is picked up after telepathic discourse with a mind much more powerful than the subject's, leaving a sort of psionic ringing in the mind that disrupts telepathic communication. It is also passed by telepathic contact with one suffering from this affliction. The first day it takes three extra power points to use any kind of telepathy. The second day twice as many. The third day a player must use up every one of their allotted psionic points to attempt or hear even the briefest message. After three days of this, the ringing forms into a melody that starts to play in the subjects mind. Most of those whom have had this have mentioned that the tune is almost always lovely beyond words. However, every day for the next week it grows louder and louder. The first day of the melody the player is telepathically deaf, and cannot send or receive. It hits its peak at the eighth day of the illness, where the melody is so loud that they cannot even hear normally, and no psionic abilities can be concentrated on. This last for two solid days before slowly becoming softer, reversing the effects until no song is heard, only a ringing, and then this to disappears at the end of the second eight-day. All in all this mental malady takes 18 days to disappear after contacting. While ringing the subject takes a -2 to concentration and listen checks. While the melody plays the subject takes -6 to concentration and listen checks. At peak no concentration, listening or psionic abilities is possible, even with the Unconditional Power feat. A second bout of this disease leaves a subject partially psionically deafened, causing a permanent doubling of psionic points to use telepathic powers and they act as if Dazed during the peak two days. A third bout leaves the subject permanently telepathically deaf and they act as if Insane during the peak. A fourth bout leaves the subject permanently insane as the melody continues unabated. It can be cured by Psychic Chirurgery, but the manifester has a chance of contacting the malady in doing so (a roll of 1 on a six sided die means it has spread to the manifester). Reality Revision can also cure the mindsong. -=-=-=-=-=- Deities and New Domains Harkatottom (http://boards1.wizards.com/showthread.php?t=479625) (Demi-God) - Sap Domain Karibbi (http://boards1.wizards.com/showthread.php?p=7832075#post7832075) (Greater God) Lamentea (http://boards1.wizards.com/showthread.php?t=507681) (Lesser God) - Dirge Domain Marble (http://boards1.wizards.com/showthread.php?p=10764760) (Demi-God) - Sanctum Votemmaris (http://boards1.wizards.com/showthread.php?t=509831) (Lesser God) -=-=-=-=- Terrain Haze (http://boards1.wizards.com/showthread.php?t=755681) _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ And here is a link to a page of my favorite stories and poems I've written about various characters: Whispers of the Bards (http://boards1.wizards.com/showthread.php?t=463723) |
| Deladrion Garthin11-28-04, 02:50 PM | Welcome aboard, Vorpal Tribble! Edible Foes!!! :drool: That's great. Nice looking creation page. :thumbsup: |
| Jharviss11-28-04, 02:58 PM | Wow... A Mayo Elemental... that's pure genius (and freakin scary). You seem to have a good storage of creatures there Vorpal Tribble... maybe I might find the time to look through them :bored: |
| BronzeBeard11-28-04, 06:59 PM | there you go another one, Ballistier. Welcome abord vorpal. |
| The Vorpal Tribble11-29-04, 02:12 AM | Thank ye all for the warm welcome :dancin: Here are a couple more creatures I've made today (currently working on legendary creatures from old american legends). The chupacabra and rods above are also part of this collection. Jackalope (http://boards1.wizards.com/showpost.php?p=4934016&postcount=23) Skinwalker (http://boards1.wizards.com/showpost.php?p=4936589&postcount=28) |
| king_of_evil00711-29-04, 03:51 PM | Excellent creation page. You're linked. So, anybody have any ideas on stuff we can work on, or anything in specific they want reviewed? I don't have as much time as I used to (meaning I can't check everything on everybody's Creation Page) but I will take requests for comments :D |
| BronzeBeard11-29-04, 05:14 PM | You are more than welcome to have a glance at those wicked wood dwarves, just for the fun of it). ;) |
| The Vorpal Tribble12-01-04, 01:26 AM | Got some responses after posting my skinwalker requesting me make it into a druid-based PrC. Hows it look? Skinwalker PrC (http://boards1.wizards.com/showthread.php?t=345165) |
| Epic Scotsman12-02-04, 01:10 PM | I've got a new one, it's not in any way based on the Earthsea books, but god it's crazy. The Seventh Son never let your PCs use this class, please please please. ~Epic |
| Serraco12-02-04, 04:50 PM | Epic Scotsman... I fear you for making that class... |
| Epic Scotsman12-02-04, 06:49 PM | Thank you, many people fear me for making many classes. Check out the Kinslayer on my links page if you want to see something truly twisted... By the by, I'm running out of ideas. Hence, I'll be taking requests for awhile if anyone has anything they can't quite churn out. Tell your friends! ~Epic |
| Arhra12-02-04, 09:03 PM | Well, I finally managed to finish another monster. There's no stopping that thread. The prowler in darkness (http://boards1.wizards.com/showthread.php?p=4966048&posted=1#post4966048) |
| king_of_evil00712-03-04, 11:08 AM | Hey all. Since you guys are the Amazing Creators, I wanted to give everybody here a heads up. Has anybody here checked out the FFCS, Final Fantasy Campaign Setting? Read my latest post. There are some BIG changes happening. In a nutshell, we're restarting. Hitting the reset button. ANd we want NEW, talented designers. Artists, designers, whatever. All you need is some creativity, some knowledge of Final Fantasy, and some nice stuff to show us. Read that post, and let me know if you want to apply. -KoE |
| BronzeBeard12-04-04, 05:03 AM | I'm unfamiliared with the Faerun setting beyond BG and Ice Wind series. :( However, I'm willing to take part (in the following two months) with any creation party. I would have materials to contribue to almost anything once I'm familiar with the system (or the main role or whatever). |
| NightScreamer2012-07-04, 12:57 AM | It's Final Fantasy as in the game and the anime series (FFU). Something that I knwo the ins and outs of by heart mind you. If I wasn't so lazy and unmotivated... BTW. I posted my Character finally, Caronath the Nightscreamer Find him HERE (http://boards1.wizards.com/showpost.php?p=4991956&postcount=249) |
| BronzeBeard12-07-04, 06:33 AM | oh, :eek: FF not F. then I had to say no. p.s. anyone knows what race would be good for a sorerer? it seems that the Rakshasa idea was pretty lame. |
| The Vorpal Tribble12-12-04, 01:49 AM | Been working on this PrC for some time now and finally got around to finishing it. Hows it lookin'? -- Demolisher Most stuck in a constantly curving, never ending maze of a dungeon will try to retrace their steps, and keep a level head to find their way. Not so the Demolisher, an engineer well versed in the structures of the Underworld. Downing a wall is his way of finding his way through. Be it a learned application of the pick, explosions of intricate mixtures, or the usages of carefully applied magic. A demolisher is part rogue, part alchemist, part miner, part warrior, and all business. For without a moment's notice the roof could collapse or an explosion go off prematurely. Not for him is the subtelty of lockpicks, or the crudity of physically bashing in doors, he has learned to use acids to get past these sorts of obstacles by melting out their hinges or disolving the locking mechanisms. NPC demolishers are usually highly skilled dwarf miners or alchemists of any underground species. They can also be warriors trained in the destruction of oozes, applying their skills as they seek them out, or wizards versed in the earth discipline. Hit Dice: d6 Base Fort Ref Will Level Attack Bonus - Save - Save - Save - Special 1st +1 +2 +1 +0 Destructive Brew 2nd +1 +3 +1 +0 Tapper, Trap Sense +1 3rd +2 +3 +2 +1 Acidic Mixture 4th +2 +4 +2 +1 Favored Enemy (Ooze) 5th +3 +4 +3 +1 Concussion Resistance 6th +3 +5 +3 +2 Ooze Ointment, Trap Sense +2 7th +4 +5 +4 +2 Tremorsense 8th +4 +6 +4 +2 Expert Demolition 9th +5 +6 +5 +3 X-ray Vision 10th +6 +7 +5 +3 Summon Earth Elemental, Trap Sense +3 Requirements Feats: Toughness Language: Terran Skills: Craft (alchemy) 4, Knowledge (Dungeoneering) 8, Knowledge (architecture) 8, Profession (miner) 6 Class Skills: Balance (Dex), Climb (Str), Craft (alchemy) (Int), Craft (masonry) (Int), Disable Device (Int), Escape Artist (Dex), Jump (Str), Knowledge (architecture) (Int), Knowledge (Dungeoneering) (Int), Listen (Wis), Open Lock (Dex), Profession (miner) (Wis), Search (Int), and Spot (Wis). Skill points at each level: 6 + Int modifier Class Features: Weapon and Armor Proficiency: A Demolisher gains proficiency with all hammers and picks. Destructive Brew (Ex): A demolisher knows well the power and make of the substances he uses to remove obstacles. As well, as he advances he learns how to mix up a number of explosive and acidic substances himself and apply them skillfully to his calling. (It is assumed he can mine his own materials). Even with his experience a Demolisher must make a Knowledge (architecture) skill check (DC 18) to predict and measure the neccessary ammount and properly place the explosives. If not, the following chart shows the failed results: 1 - The Demolisher made a horrible mistake, and has taken out the supports of the room, causing the entire area to collapse in on itself in a 20x20 area. It also goes off prematurely before the Demolisher can escape the room, causing 2d10 points of damage from the explosion, and then he, and everyone else with him, is trapped and hit by the falling debris. 2 - The Demolisher made a mistake and put too much explosive nearby and it goes off early. The Demolisher is almost out of range before it goes off, but still takes 1d6 points of damage. An area of 10x10 collapses in on itself. 3 - The Demolisher made a mistake and though he gets out in time, it takes out the wrong area, and causes everything around the explosion in a 5x10 area to collapse 4 - The Demolisher mader a mistake and nothing happens. The explosive simply doesn't go off until approached once again, where he takes 1d20 points of damage 5-8 - The Demolisher mader a mistake and nothing happens. The explosive simply doesn't go off. 9-10 - The Demolisher made a mistake and set the explosives in the wrong place and the opening he was wishing for does not show. It may simply blast out a bit of rock, or open a passage to an entirely different location. 11-18 - The Demolisher made a mistake and though the passageway is opened like he wanted, it takes out the supports to the room it led into and the opening is blocked once more. Explosives Known EL - Explosive Level: 1 - 1d8 points of damage to hard metals such as iron and steel per quarter pound, 1d10 points of damage to soft metals such as gold and brass, 1d12 points to stone, and 2d20 to wood. 2 - 1d10 points of damage to hard metals, 1d12 points of damage to soft metals, 1d20 to stone, and 6d10 to wood. 3 - 1d12 points of damage to hard metals, 1d20 to soft metals, 2d20 to stone, and 10d10 to wood. Black Powder Black powder is much as its name suggests, a darkest of black powder. Skill check: Craft (alchemy) DC 10 EL: 1 Components: Charcoal, Sulphur, and Saltpeter Method: Lighting Lighting Time: Black powder is extremely unpredictable, taking 2-6 rounds to explode, rolled at random. A roll of one means it sizzles out and must be relit. Greek Fire Greek fire is a dark, viscuous liquid that is able to get up to incredibly hot temperatures, and is best known for melting glass Skill check: Craft (alchemy) DC 14 EL: 1 Components: Oil Method: Lighting Lighting Time: Flame Augreen Augreen is an expensive explosive with gold as the main component. It gets its name from the resulting color of the mixture, which is a deep olive-green. Unlike most explosives it does not require any fire and will burn underwater. Skill check: Craft (alchemy) DC 20 EL: 2 Main Components: 50 gold of gold per 6d6 points of damage. Method: Sharp blow Nitroglycerine Nitroglycerine is a viscous, colorless to pale yellow liquid and the strongest explosion known to pre-modern civilization. It is extremely volatile and any excessive ammount of shaking or bouncing will set it off, as will a blow, or dropping it. Skill check: Craft (alchemy) DC 26 EL: 3 Method: Sharp Blow Tapper (Ex): At second level a Demolisher can use a hammer to tap around a room and discover any hidden doors with a successful listen check of only DC 10. He can also use this to determine how thick a wall is for up to twenty feet of thickness with a successful listen check of DC 12. No check is neccessary to discover if something is hollow or empty, such as a chest or visible door or anything else that could be hiding something within. Trap Sense (Ex): At second level a Demolisher gains the Trap Sense ability which stacks with the Trap Sense scores attained by another class. Acidic Mixture (Ex): At third level a Demolisher learns how to mix his own acids. Sulphuric Acid This noxious mixture once properly created makes a yellowish, oily substance. Skill check: Craft (alchemy) DC 20 Effect: Sulphuric acid disolves iron, lead, fabrics, wood, bone, and flesh even in small quantities at 4 HP per round. Its fumes, if breathed in, sear the lungs for 1d6 points of damage and 2 points of temporary constitution loss. Cost: The materials for sulphuric acid can be mined by the Demolisher and cost nothing. The bought materials per gallon cost 5 gold. Royal Water This is a very unassuming mixture that as appears as a clear, clean liquid. It burns flesh if in contact for extended periods but is otherwise safe to handle. Skill check: Craft (alchemy) DC 24 Effect: Royal water disolves platinum and gold at 2 HP per round. Cost: 1 gallon of Royal water takes 20 gold worth of materials to mix. Hardbane This intensely sticky substance is a thickly gooey, dark-grey mixture that binds tightly with steel, mithril and even adamantium. Skill check: Craft (alchemy) DC 28 Effect: Hardbane disolves steel at a rate of 4 HP per round, mithril 2 HP per round, and adamantium at 1 HP per round. Favored Enemy (Ooze) (Ex): At fourth level a Demolisher has learned the ways of oozes and formally declares them as the creatures they detest above all others. Due to their extensive knowledge of the loathsome things, a Demolisher gains a +2 bonus on Listen, Spot, and Survival checks when using these skills against any type of ooze. Likewise, one of this class recieves a +2 on weapon damage rolls against creatures of this kind. A demolisher's DC save against an ooze's acid (damage and paralysis) is also lowered by 1 per level taken of Demolisher. Concussion Resistance (Ex): At fifth level a Demolisher has learned how to toughen and relax himself to take concussive blows from experience with his own explosives. This results in resistance/10 to sonics and blows of pure force such as explosions, as well as any of that type. This includes effects like a psionicist's Concussion Blast or a wizard's Magic Missle. The resistance raises by 2 per Demolisher level to a maximum of resistance 20 at level ten. Ooze Ointment (Ex): At sixth level a Demolisher has learned how to concoct various mixtures that react painfully with an ooze's structure, causing a sort of 'bad taste'. This mixture can be rubbed into the skin or armor or coated on surfaces. An ooze who contacts this must make a Fortitude save (DC 20) or take 1d4 points of acid damage and will immediately try to leave the area. If this mixture is poured around the creature it is trapped and remains unmoving. This does not keep it from extending pseuopodia over it to attack those nearby however. The ointment lasts only a day before evaporating. Tremorsense (Ex): At seventh level a Demolisher has become so wary of cave-ins and sensitive to the stability of his surroundings that he gains an ability akin to tremorsense out to 60 feet in every direction if any of his skin is in contact with the ground, wall, or ceiling, or anything also touching these surfaces, such as a pillar. A Demolisher always knows two rounds before an area is about to collapse, and can sense the beginnings of an earthquake up to a day before it occurs. Expert Demolition (Ex): At eighth level a Demolisher no longer has to make a check to see if he's planted his explosives correctly. He knows 'exactly' where they should be located. He can also detect any weak spot in a surface, and can use only a well swung hammer or pick to collapse a wall or ceiling. X-ray Vision (Sp): At ninth level a Demolisher has magically adapted to his profession and gains the ability to see through up to five feet of stone, one inch of most metals, or 8 feet of wood. Lead and denser metals block all x-ray vision. Summon Earth Elemental (Sp): At tenth level a Demolisher becomes a master of the underworld, and to him he can summon 6 small, 4 medium, 2 large, or 1 huge earth elemental once per day as the Summon Nature's Ally spell. |
| The Vorpal Tribble12-12-04, 04:00 AM | Also finished my Torcrabs, giants of the bogs (http://boards1.wizards.com/showthread.php?t=315441)... |
| BronzeBeard12-12-04, 05:07 AM | Base Fort Ref Will Level Attack Bonus - Save - Save - Save - Special 1st +1 +2 +1 +0 Destructive Brew 2nd +1 +3 +1 +0 Tapper 3rd +2 +3 +2 +1 Acidic Mixture 4th +2 +4 +2 +1 Favored Enemy (Ooze) 5th +3 +4 +3 +1 Concussion Resistance 6th +3 +5 +3 +2 Ooze Ointment 7th +4 +5 +4 +2 Tremorsense 8th +4 +6 +4 +2 Expert Demolition 9th +5 +6 +5 +3 X-ray Vision 10th +6 +7 +5 +3 Summon Earth Elemental Was the BaB and the Saves are intended to be so? Seems a bit unordinary. |
| The Vorpal Tribble12-12-04, 05:54 AM | Unordinary, yes, but it seemed a pretty realistic. Get tougher faster than anything working with this stuff, but then you also learn to get out of the way after that, and you don't really use your will at all. |
| king_of_evil00712-12-04, 09:43 PM | A very cool class, definitely. I have no problem with the unusual saves (although I would put Reflex in first, but either way is fine), but what about the unusual BAB? Especially for the people who use fractional BAB, this would be a problem. It's usually easiest if you pick a 'standard' BAB, whether poor, average, or good. Some of the class abilities are also a bit wonky. For example, Destructive Brew. Does it use any of the explosives beneath it, or is it just a generic skill check using a generic explosive? Also, his ability to escape a collapsing room should be determined by his actual speed, not the skill check. The check just determines how much time he has. For example, a result of 1 might give him NO chance to escape, because the explosives blow up in his hands as he's placing them. A check of 2 might give him one round to escape, ec. #4 is pretty funny. is the damage concussive (so he can eventually resist all or part of it?) Also, how does this affect special room supports? Like a room with no supports (or so supported, all the walls could be considered supports or something, I dunno, I know nothing of architecture), or with supports of adamantine, magically enhanced, etc. . . And does this cost anything? And does Expert Demolition just let him blow up any 20x20 area whenever he wants? The Tremorsense ability should be renamed, just due to confusion. Also, the "EL" of explosives, make it ExL or something, because EL is usually Encounter Level. Just possible things that might confuse people. Don't get me wrong. It's a very cool class. But as a rules mechanic, I like making sure stuff makes sense. ALl the ooze stuff (love the "bad tase"), Tremorsense, even X-Ray Vision, is all very cool stuff that makes sense and isn't overpowering. |
| Fuzzy Logic Inc.12-13-04, 08:42 PM | And... I have returned. Not that its a big deal or anything... ... Anyway, I'm back from a long sabbatical. Too long, if you ask me, but unavoidable. Problem is, I've forgotten what I was doing when I vanish. *gasp* But, fear not, I've got something cooking. Currently, I'm thinking up a magic system for my homebrew setting. Well, not really magic, but Alchemy! Yes, thats right, ripped from Fullmetal Alchemist. But hey, I like the idea. Anybody got any ideas as to how I can acheive this, I'd be happy to receive them. I'm looking to make an Alechemist base class and a variety of PrCs branching from there. Well, happy creating! |
| NightScreamer2012-13-04, 08:50 PM | Myself don't like the Homebrewed Base Attack Bonus or Save Bonuses, but other than that... I love it. |
| Epic Scotsman12-14-04, 12:00 AM | Howdy do there television veiwers, Everyone, please take a look at my Hand of Doom PrC. I built it as a hexblade class for an upcoming campaign and I want some opinions before I use it. My DM already gave it the ok, but I've got 60 veiws and only 1 reply, help a guy out. ~Epic |
| Jharviss12-14-04, 03:06 PM | Fuzzy Logic, you and I need to get together. I'm doing a similar thing where the use of symbols and script create magic, similar to what the alchemists do on FMA. It's hellishly hard, though, trying to get everything to work right. I'm basically making it into a core class, but with several different things he/she can do with it such as instantaneous casting, prepared casting, and memorized casting, as well as adding a ritual system into the mix and various ways of creating symbols (such as permanent symbols, small/large symbols, quickly scribed/slowly scribed symbols, etc), and added in specialization (with various elements and types of magic such as necromancy and divination). Tedious, to say the least. |
| anglar12-14-04, 06:34 PM | The sound of alarms snap you to attention. In a secluded part of your domain 4 of your servants have been found dead. There is a note. It reads "Pay or Pay". |
| The Vorpal Tribble12-15-04, 03:20 AM | These came to me just a few minutes ago. How do they look? I've been told that even with the prequisites and penalties that Accumulative Might is still way too powerful. What your oppinions? :cool: -=-=-=-=-=-=- Hauler You have a strong back and a pair of sturdy legs. Prerequisite: Str 16 Benefit: You are used to hauling heavy objects and gain 10 lbs to your maximum light, medium, and heavy loads. -- Accumulative Might By carrying heavy loads you accustom your body to extreme weight. Prerequisite: Str 16, Hauler Benefit: If you burden yourself 6 waking hours a day with the mid-range of your maximum carrying capacity you gain a half point of strength plus an additional 10 lbs to your carrying capacity next time you level. These 6 hours can be spread out over half a day. You become Exhausted at the end of this period and Fatigued for 2 more hours afterwards. Special: There is a 10% chance every day that you may overextend yourself and take a -2 to dexterity and have your speed reduced by 10 feet. -- Possessive Hold You don't relinquish your hold on things easily. Prerequisite: Dex 14, Lightening Reflexes Benefit: You get a +4 to oppose a Disarm attempt plus your Dexterity modifier, and get an attack of opportunity even if your opponent has Improved Disarm. Special: If you are knocked unconscious, or reduced to minus hit points, you have a 50% chance of your grip unconsciously tightening on whatever you hold, requiring an opposed stength check to remove it from your grasp. -- Deathgrip You brutally latch onto an opponent's throat. Prerequisite: Str 16, Improved Grapple, Possessive Hold Benefit: After you have successfully grappled an opponent you may make a second grapple attempt to throttle them. For each round they are being choked they must make a save as if they were drowning. Special: If you are knocked unconscious, or reduced to minus hit points, you have a 50% chance of your grip unconsciously gripping your victim's throat. If you are killed while using a deathgrip you must immediately make another grapple check. You recieve a +4 bonus to your rolls as your muscles go into uncontrollable death throes that last for 1d8 rounds. |
| BronzeBeard12-15-04, 12:12 PM | The sound of alarms snap you to attention. In a secluded part of your domain 4 of your servants have been found dead. There is a note. It reads "Pay or Pay". Hey! It's my workshop! Who's coming with me to check it out? And now for something completely different: What kind of special abilities should a soldier in a nation's army should have (PrC)? Oh, and please could someone stop Scotsman and send him to a mental something. I mean, building PrC is neat but this guy... well... |
| king_of_evil00712-15-04, 10:08 PM | A soldier itself would be a pretty generic PrC. You're better off using Warrior. Now, if this is a special unit of the army, or an unusually well trained army, then I can see soldiers getting morale bonuses, possibly stuff like Inspire Courage, etc. You'll have to be more specific. Accumulative Might is (IMO) way too powerful. I mean, a human can have that at level one. By level twenty, he'll have an additional 200 pounds of carrying weight, and +10 strength (+5 melee attacks and damage). Of course, by then, he'd have -2 Dex and -10 movement speed. Or, he can have +3 HP. What would nearly any fighter pick? Deathgrip, while cool, is probably a bit powerful as well. Choking people is a pretty powerful ability. Alright, so we have to decide on what kind of foundation we have, defenses and such. The psionics guys have this crazy maze. . . hmm, what can we create? |
| Jharviss12-15-04, 10:14 PM | Somebody create some epic monster called the Guardian, and then shield the entire foundation in adamantine and say the only way in is through the Guardian. Okay, so I don't know if that's plausible, but it sounds fun! |
| Jharviss12-15-04, 10:15 PM | OR... we can create our own demiplane. Try getting through that? And really, it's only a nineth level spell, so its not all that implausible. |
| Deladrion Garthin12-16-04, 02:29 AM | Oddly enough, creating a demiplane sounds like something a bunch of derranged psionicists would do, while creating a dastardly maze seems more appropriate for us... hmmm... :rolleyes: I suggest we have an army of deadly constructs at our beck and call. We ARE the amzing creators, after all. Seems the mechanical/magical should be bent at our whim. They can be armed and armored with the most powerful of artifacts. Heck, we could have those in addition to a pet rancor... er, Guardian. I really like the idea of automated defenses of some sort... heat sensing ballistas, anyone? As far as the RP goes... Morgrim's head titled to the sharp cry of the alarm. He'd been skulking around the storerooms in boredom. He sank into the shadows and made his way to to see what the trouble was. His hands gently gripping the hilts of his wicked swords, he emerged from the dark upon the scene of the murders. "Amateurs..." he thought with a slight smirk, as he read the note. PS: I'm putting my character in my sig for quick reference. I think it would help if others do as well. |
| BronzeBeard12-16-04, 04:24 AM | I think it's time for KoE to use the third post he reserved. So: I'm just brainstorming now but this is possibly what will have to describe about the foundation. 1. Name 2. Purpose (IMO - selling stuff). 3. Defences 4. Territory (that will depends greatly on how we play the foundation: Guild or Nation) 5. The Great Hall house or whatever. 6. The Job of each of the members in guild. 7. Code of Behavior 8. What is active duty and how will we decide what shifts each men will do. 9. Religious things (whichgod will we worship and stuff - Tenzi or the other two). That's for now. KoE - What is that you want to know? A bit about the nation of the army? Or the culture? please direct me 'cause that was a pretty much very general question. |
| king_of_evil00712-16-04, 05:53 PM | You know, a demiplane for us would make a lot of sense. A small demiplane with an unlimited supply of natural resources like trees and minerals. . . makes sense because we create stuff. I guess we have a pretty free reign to create what we want. . . Alright, so a relatively small demiplane sound cool? Imagine a pie. ABout 2/3 of it is varied landscape, packed with dense forests on one side and mountains on the other part of that, with our "fort" taking up the final third of it. It's a giant dome, ringed with windows covered by Walls of Force (they're invisible, right? If not, we can make invisible ones). It has two entrances/exits: One to the rest of our demiplane (unguarded), and one door that actually leads to a small outpost on the material plane (perhaps inside a city, perhaps not). This has a permanent Wall of Force covering it, with high level Blade Lords there to open it (they can cut Walls of Force using a special ability at higher levels, see my sig), and some constructs and actual guards incase an Antimagic FIeld or Dispel Magic comes along (BLade Lords can double as guards). In the dome itself, it's mostly an open area, set up with smiths, alchemy workshops, whatever. In the center, a set of stairs descends into the bowels of the plane. This area cannot be teleported into. In the bottom of this area, a magic generator supplies lighting to the lights inside and to the Walls of Force, repairing any destroyed one after 1d4 rounds. How's that sound? BB: Anything related to the army. Even the culture, if it matters. So if this "Soldier" is from a desert country, he would make a completely different PrC than one from say, a guy from a more temperate landscape. ANything that might affect the army (simple details). |
| BronzeBeard12-16-04, 08:02 PM | You know, a demiplane for us would make a lot of sense. A small demiplane with an unlimited supply of natural resources like trees and minerals. . . makes sense because we create stuff. I guess we have a pretty free reign to create what we want. . . Alright, so a relatively small demiplane sound cool? Imagine a pie. ABout 2/3 of it is varied landscape, packed with dense forests on one side and mountains on the other part of that, with our "fort" taking up the final third of it. It's a giant dome, ringed with windows covered by Walls of Force (they're invisible, right? If not, we can make invisible ones). It has two entrances/exits: One to the rest of our demiplane (unguarded), and one door that actually leads to a small outpost on the material plane (perhaps inside a city, perhaps not). This has a permanent Wall of Force covering it, with high level Blade Lords there to open it (they can cut Walls of Force using a special ability at higher levels, see my sig), and some constructs and actual guards incase an Antimagic FIeld or Dispel Magic comes along (BLade Lords can double as guards). In the dome itself, it's mostly an open area, set up with smiths, alchemy workshops, whatever. In the center, a set of stairs descends into the bowels of the plane. This area cannot be teleported into. In the bottom of this area, a magic generator supplies lighting to the lights inside and to the Walls of Force, repairing any destroyed one after 1d4 rounds. How's that sound? :eek: :blink: :OMG! :ghosted: If we create a whole new demiplane for ourselves than I'de like it to be nothing like the metarial plane. I don't know what excatcly but a replecate of the simple, boring earth is pretty dull. For defences I think that putting lots of wall of forces and guards and psionic mazes and what not is a waste of presious time. Not only this succumb energy and funds but also does it not hinder enemy's ability to attack us. For defence check out organization in other settings and see how they defended themselves - The deep gnomes hide deep uderground, they were still toasted up by the drow forces. The silverymoon town has a protective mithal to guard them. The night masks keep themselves hiden. Revealing themselves to no one. The goblins of WC are wanderers, having no one fixed place to call home they cannot be eradicated completely. The humans of WC had power wizards known as the guardians of Kul Tiras to guard them from inncoming outsiders. Recently, they have lost all land to the undead. And many many more. Being on a different plane and such will not grant total defence. IMO we should be speard across all nations. Each group is holding a shop, post, bastion, temple, guild, tavern or what not that is connected to creating. In addition, each member will carry an amulet that will grant the user a couple of Sn abilities such as allie summoning, telepathy, portal and stuff like (the Sn will work only on other members of the ACF) that that will help us to defende each other. The person using the amulet will have to write his name on a specail book that it's current location will be known only to KoE (foundation master). That is the way it should be IMO. BB: Anything related to the army. Even the culture, if it matters. So if this "Soldier" is from a desert country, he would make a completely different PrC than one from say, a guy from a more temperate landscape. ANything that might affect the army (simple details). Nation: Located in a geographic location resembling that of northern franch and England. Culture: That of a westren counry with the excaption of - no use of divine power or divine whorship. With the gods war waging on the country is not willing to interfere and so all whorship is non-formal and non-public. Population: Most Humans, many dwarven refugees, no elfs (live in forests), no gnomes (they were all hunted down and sent to prison on a far island), very few orcs or half orcs. The nation resembles greatly any one of the medival times great nations. |
| king_of_evil00712-16-04, 10:00 PM | Your idea's pretty cool. Being a spread out organization works for us as well, but then again, it's always nice to have like an HQ, where we can meet. So you want to do a demiplane, or just a base somewhere? I assumed a super-condensed, fast-growing Material Plane (but much smaller) just so we can have lots of natural resources, but anythign will work. I also agree with Deladrion - advanced technology (not too much, and probably magically augmented) and constructs. It's just something we would have. |
| Deladrion Garthin12-17-04, 01:15 PM | We could just be a neutral entity and offer our services to all in the land. If everyone finds us useful nobody would have any reason to attack us and everyone would have every reason to come to our aid! Who needs a standing army when you have the whole world at your back!? We can be the Canada of the inter-foundation games! |
| BronzeBeard12-17-04, 05:32 PM | We can be the Canada of the inter-foundation games! :rofl: right. I don't like (I already said it) the idea of a demiplane as a base. If you really want a base then it (IMHO) be one secretive and small like room number 14 at the wandering wizards black pub of Idigush or some such thing. |
| The Vorpal Tribble12-17-04, 11:03 PM | Idea: The amazing creator's foundation outsides are pure illusion... but until you disbelieve them they are as real (and as deadly) as if they were real. It looks to be full of cunning traps and fierce guardians... but not really. However, we need to have at least a few real bits so that it keeps them guessing ;) |
| Jharviss12-17-04, 11:39 PM | Ha! People took my idea for the demiplane! It's a miracle! Okay, I really think we should go design an uber 'balanced' prestige class called the "Planar Creator", and let me take it! I'll create a thousand little demiplanes all connected by secret channels so that we have a spread out organization that's all connected! Yes! Mwuhahahahaha! Sorry, I'll go away again. |
| The Vorpal Tribble12-20-04, 01:39 AM | My first ever fey :cool: Spirit of the Candle (http://boards1.wizards.com/showthread.php?p=5078203#post5078203) |
| BronzeBeard12-21-04, 10:07 AM | Alright, here's my idea for merging the two: Our base of oparation will be something like that plane that can be accesed only by a specific portal hidden somewhere (like BGII and that outsiders band) or that only KeO can compose the gate (as the head of the foundation). Others, still in the main plane will walk wearing the symbol I noted above. |
| The Vorpal Tribble12-22-04, 01:43 PM | *continues turning the Monster Mash crank* Trilobites large and small! (http://boards1.wizards.com/showthread.php?t=354423) (I think I've messed up the progression a bit, any help would be great :) ) |
| BronzeBeard12-25-04, 07:18 PM | So, koe, how are we gonna do that anti magic rogue? IMO he should have something like dispel and better saves against magic and also he should have somekind of sense against magic (I'm talking about arcane) like special scenting. |
| Deladrion Garthin12-25-04, 07:51 PM | An anti-magic rogue, eh? Just to throw some ideas out; Spell resistance; nondetection, Detect Magic at will, Bonuses to disarming magical traps. Just some ideas. Do a search on the wizard's site for "Jordain PrC" |
| Jharviss12-26-04, 11:03 AM | On the anti-magic rogue, why not give him a certain attack that they can ready that does an excellent job of disrupting spells. Or rather, you can simply make it so that the anti-magic rogue has a sneak attack that works against people casting spells. I have an NPC called Rakthar Magehunter I haven't statted out yet... maybe this would be a good class for him to take... |
| BronzeBeard12-26-04, 06:42 PM | Ko? |
| king_of_evil00712-26-04, 10:12 PM | Hmm. . . Why does this Roguish fellow hate magic? Does he have nothing against it, but he likes being able to defeat it? Or is he more like the Forsaken (Forsaker? whatever) who justs wants to kill all mages? I'm thinking more of a thief who defeats magic to make his life easier. He studies it in order to beat it. While flavorfully he tries to beat arcane magic (and all of his abilities count as such, where it counts) he can also use it against divine magic. I'm thinking a Detect Magic akin to that of a Paladin's Detect Evil, as well as a unique ability to create small stones that radiate tiny Antimagic Fields. Dispel Magic a few times per day. He can eventually even counter magic spells with it, just like a caster can. When making a sneak attack, a few times per day he can also drop a Mage-Killer (to be renamed?) 'status effect' on a foe, which causes the caster to make a concentration check everytime he casts a spell (check the Concentration skill for details). What were you guys thinking? |
| Jharviss12-27-04, 02:41 AM | My NPC guy I mentioned above is a rogue who specializes in hunting people with magic simply because 1) few other assassins and theives are qualified against them, 2) they tend to have more cash than others, and 3) its more fun having a magehunter than a fighterhunter. So basically, the thing that KoE suggested, and that I think would be the most fitting for an anti-magic rogue. |
| The Vorpal Tribble12-27-04, 03:41 PM | Have a few new things... Treecers, horror of the forest above... (http://boards1.wizards.com/showthread.php?t=356088) And a couple new familiars: Giant Salamander (http://boards1.wizards.com/showpost.php?p=5103918&postcount=7) and the Pangolin (http://boards1.wizards.com/showpost.php?p=5103147&postcount=4) |
| BronzeBeard12-29-04, 04:01 AM | Hmm. . . Why does this Roguish fellow hate magic? Does he have nothing against it, but he likes being able to defeat it? Or is he more like the Forsaken (Forsaker? whatever) who justs wants to kill all mages? I'm thinking more of a thief who defeats magic to make his life easier. He studies it in order to beat it. While flavorfully he tries to beat arcane magic (and all of his abilities count as such, where it counts) he can also use it against divine magic. I'm thinking a Detect Magic akin to that of a Paladin's Detect Evil, as well as a unique ability to create small stones that radiate tiny Antimagic Fields. Dispel Magic a few times per day. He can eventually even counter magic spells with it, just like a caster can. When making a sneak attack, a few times per day he can also drop a Mage-Killer (to be renamed?) 'status effect' on a foe, which causes the caster to make a concentration check everytime he casts a spell (check the Concentration skill for details). What were you guys thinking? Hmm, why does an arcane tracker (hey, that's a nice name) hate magic? hmm, well... I mean... Let me put it that whey: Why does an assaisin hate (and) kill people? Does he have something specific against them? Does he hate all people or have some particular guy he went on a vendeta to destroy him? The answer is simple No to both. The assaisin does not hate people (thought he could and by that a player can make one interesting and spiced character) or he does not have some kind of urge of hatred against normal people (again, he could...) rather he simply resort to this kind of acts and violence simply because he consider this acts as a legitimate way of having an sort of 'advantage' over his foes. An arcane tracker could choose his path because of his past (bad, I must add) experience with one of the arcane users or that he was raised in a society that hates wizards or that his army career require him to have this sort of training in order to force the law upon magicians or that he simply wants an 'advantage' over the ones who put this awful magical traps and their creations (the traps themselves). IMHO, the arcane tracker (this name won't go off :( ) should not be able to use his powers against any divineers or else he would become to powerful and broken. Detect Magic is a nice idea, I don't recall what's the thing with the paladin. Dispel Magic is good but should be restricted to only specific circumstances and then we could grant him more uses per day (IM experience, there are DM's which tend to lengthen the day and then your 1/day lengerdemain sneak is, obviously, less powerful). There are few feats in complete arcana (of course that they were taken from other books) that I think we should alter and give this guy as a special ability. And I still insist on granting a sixth sense in to his progression so that at the last level he would be able to "sense" an magic aura up to 15 or so feet from his (like the stonecunning ability of dwarves only that it regards arcane). As for the req' I think that we should ask for something that is specificly belongs to a rogue such as Sneak Attack or Trapfinding but we should put something that the easy way for getting it is throught the rogue class such as evasion (A monk can have it) Uncanny dodge (Barbarian) or few dozen of skills, which the rogue is best qualified for. |
| The Vorpal Tribble12-29-04, 04:07 AM | Yet another critter, and one of my more insane ideas: The Watchwaken or Trick-In-the-Hand (http://boards1.wizards.com/showthread.php?t=356717) |
| king_of_evil00712-29-04, 01:22 PM | Vorpal Tribble: Do you EVER stop creating stuff? :D If you and Epic Scotsman were the same person. . . I would be quite scared at the amount of great material coming out of one person. BB: Arcane Tracker's a great name. I've been writing up my version, it's pretty cool. He's a rogue fellow who studies magic in order to defeat it. Because of abilities like Arcane Lock barring his way, he learns magic to dispel or nullify other magic, rather than being a Mage-Killer (which could be another PrC, or just more abilities for htis guy)His first ability is this. . . Arcane Unlock (Su): The Arcane Tracker has learned to defeat Arcane Lock. Whenever he places his hand on a door that has been Arcane Locked (intentionally or not) the Arcane Lock is immediately dispelled. At level six, he also dispels Fire Trap effects as well. |
| BronzeBeard12-29-04, 05:52 PM | That's ability is nice but it is very specific. I thought about an ability myself: I don't know its name neither its start trigger but I do know that with it the guy can steal a magical (arcane) effect after it is cast, such as fireball for excemplae and redirect it at any later time and at any desired target, e.g. directing the magic missles at the spellcaster five rounds later. He can hold the spell as long as he desire but as long as he keeps it the more damage he suffer from the spell and he can steal only spells directed at him or area effects which he succeded in 'stealing' via a catch/deflect/ref roll or etc. EDIT: the PrC should grant detect as first ability rather than any disabaling. Any guy should first realize what he's up against before attempting to solve it. And I think that dispel magic is more appropiate sinc it has wide varity against spell users. |
| king_of_evil00712-29-04, 06:08 PM | Edit: Never type a PM and post at the same time. . . That's ONE ability. He later gains unlimited Detect Magic (Like a Pally's Detect Evil) as well as Dispel Magic, and some more generic stuff. I'm trying to figure out some more abilities though. . . |
| BronzeBeard12-29-04, 06:20 PM | I'm a bit too tired now but I would, probably, in the morning post an asscending progress and will comment on that. how's that? |
| BronzeBeard12-30-04, 06:16 PM | Here it is: 1. poor detect arcane 2. bonus save vs. arcane 3. dispel arcane 4. better detect arcane 5. better save vs. arcane 6. more/better dispel arcane 7. best detect arcane 8. best save vs. arcane 9. best dispel 10. ultimate detect/ sixth sense. somewhere around that should be nice. What say you? |
| king_of_evil00712-30-04, 10:27 PM | Here it is: 1. poor detect arcane 2. bonus save vs. arcane 3. dispel arcane 4. better detect arcane 5. better save vs. arcane 6. more/better dispel arcane 7. best detect arcane 8. best save vs. arcane 9. best dispel 10. ultimate detect/ sixth sense. somewhere around that should be nice. What say you? A few comments. . . 1) While his abilities may come from arcane power, and he may (in terms of flavor) be made for anti-wizards, there should be no rule reason why he can't do the same to divine magic. It's too limiting this way. 2) Detect Magic is a weak ability by itself (Paladins, a core class, get a similar ability at level one, alwas active. Why does a PrC get a similar ability, yet staggered?) 3) Bonus saves vs. magic: nice idea See, my main problem with your progression is that it's 3 abilities (Detect, Dispel, Save Bonuses) just increased the whole time. I've been trying to think of abilities like Arcane Unlock, etc. Still, I never thought of the save bonus vs. spells. That's going in. |
| Silmarien Aldalome12-30-04, 11:50 PM | sorry for the interruption - but a quick post to invite/ask you to post to the new Polling thread, this forum. your view matters. regards stav |
| Demonfey01-01-05, 01:10 PM | I have an idea for a new enchantment for a bladed weapon. I call it the force edge, and it is +3. The enchantment damages force effects and ignores any armor bonus from force effects. With a blade like this, a person could slice a hole into a wall of force. Tell me what you all think of it. |
| king_of_evil00701-01-05, 07:45 PM | I've always hated Walls of Force. Far too powerful, especially with cheapsauce abilities like Forcecage. I even added in an ability ot my Blade Lord that lets them cut through Walls of Force as if they were paper. That said, anything that destroys those things is good in my books. How much HP does a Wall of Force have? Otherwise, force edge sounds pretty cool. I'd make it like this. . . Force Edge: A weapon with force edge has it's blade constantly surrounded by a magic effect (this can appear completely invisible, or as a slight shimmer, creator's choice). Activating force edge is a move action. When a weapon with force edge active touches a force effect, the force effect is immediately destroyed. This includes Walls of Force, Forcecage, and Mage Armor, among other things. Market Price: +3 Something like that? I love it. |
| Demonfey01-01-05, 11:04 PM | I've always hated Walls of Force. Far too powerful, especially with cheapsauce abilities like Forcecage. I even added in an ability ot my Blade Lord that lets them cut through Walls of Force as if they were paper. That said, anything that destroys those things is good in my books. How much HP does a Wall of Force have? Otherwise, force edge sounds pretty cool. I'd make it like this. . . Force Edge: A weapon with force edge has it's blade constantly surrounded by a magic effect (this can appear completely invisible, or as a slight shimmer, creator's choice). Activating force edge is a move action. When a weapon with force edge active touches a force effect, the force effect is immediately destroyed. This includes Walls of Force, Forcecage, and Mage Armor, among other things. Market Price: +3 Something like that? I love it. I like it, but there as to be a modification. Mainly, you have to make a successful attack against the target for it to work, and even then it only affects a 10 foot radius in the effect. |
| king_of_evil00701-01-05, 11:17 PM | Hmm, good point. Might be too powerful without that 10 foot radius. |
| king_of_evil00701-01-05, 11:28 PM | Man, I want to get those eight generals filled up. I jsut can't think of many more generals. Prerequisite for All Eight General PrCs Must be virtually impossible using core rules. No Assassins. Idea must be either completely unique, or simply an interesting take on something else. Must be able to include an army-ish noun in the name. Lord, General, Legionnaire. . . Generally quite high level. I'm considering a dude that injures himself to use his special abilities. . . not like a self-mutilator, but his abilities are so powerful he injures himself. Furthermore, I just have this cool image of a priest in a gold and blue robe raising his arm, and this blast of light annihilating all these foes. I'm trying to think of an interesting way to make a caster PrC that's powerful, but NOT a full-caster PrC. I HATE full-caster PrCs. Any suggestions? |
| Demonfey01-01-05, 11:33 PM | Deathflame Could be a general. Think Crowley, but with a few more fighting levels. I can probably help with the eight generals. I am the munchkin of my group, and have learned a little about making really strong things, like what these generals appear to be. In exchange, I'm going to need a little help with planning generals for Crowley in a different thing. |
| Demonfey01-01-05, 11:38 PM | Man, I want to get those eight generals filled up. I jsut can't think of many more generals. Prerequisite for All Eight General PrCs Must be virtually impossible using core rules. No Assassins. Idea must be either completely unique, or simply an interesting take on something else. Must be able to include an army-ish noun in the name. Lord, General, Legionnaire. . . Generally quite high level. I'm considering a dude that injures himself to use his special abilities. . . not like a self-mutilator, but his abilities are so powerful he injures himself. Furthermore, I just have this cool image of a priest in a gold and blue robe raising his arm, and this blast of light annihilating all these foes. I'm trying to think of an interesting way to make a caster PrC that's powerful, but NOT a full-caster PrC. I HATE full-caster PrCs. Any suggestions? Kamikaze Legionaire Death Blast: Burning a portion of your Con, you blast a ray that destroys your target completely. I may have the wrong idea, but hey, I'm just starting this. |
| BronzeBeard01-02-05, 03:14 AM | How many generals do you need and what are their purpose (i.e. why are they generals'?) There is already a kind of enchantment that is called the shadow stuff (Arms and Armor) but I don't know what it says about walls of force. A few comments. . . 1) While his abilities may come from arcane power, and he may (in terms of flavor) be made for anti-wizards, there should be no rule reason why he can't do the same to divine magic. It's too limiting this way. 2) Detect Magic is a weak ability by itself (Paladins, a core class, get a similar ability at level one, alwas active. Why does a PrC get a similar ability, yet staggered?) 3) Bonus saves vs. magic: nice idea See, my main problem with your progression is that it's 3 abilities (Detect, Dispel, Save Bonuses) just increased the whole time. I've been trying to think of abilities like Arcane Unlock, etc. Still, I never thought of the save bonus vs. spells. That's going in. 1. I don't want to do this guy against divindeers too because: I. They divine magic and arcane magic don't come from the same source or the same thecniuqe of manipulating. II. I want to make him very powerful so if he comes out very weak than we could alter him so he will deflect both magics. 2. We could give him multiply abilities for countering magic such as both detect magic and arcane unlock with another 1 or 2 things but I think that a special ability against 1 spell (and it's not even a high level spell) isn't worth that effort. Either make it stronger, group it with more abilities or ignore IMO. 3. The bonus save will act like the grace effect of the swashbuckler or the trapsense of the rogue. |
| king_of_evil00701-02-05, 03:27 PM | Dang BB, that's a cool avatar. That Faerun fellow, right? The evil Zhent or whatever? It's a filler ability. It's not meant to be powerful. But for the guy I was thinking of at the time, it was a perfect ability. Not every ability has to deal damage or otherwise wipe out a landscape. Filler abilities are GREAT for improving a class's 'flavor rating', and making it less of a series of abilities and moe of a unique class with it's own flavor and style. And, they aren't powerful, meaning that they don't cause many problems being in there. Arcane Unlock might not be perfect for your idea of the class, because my idea is more of a treasure hunter. Your idea is more of an 'Antimage', so Arcane Unlock would be kind of pointless. The Eight Generals are the core of the backstory of my campaign setting. As history would have it, a great evil rose throughout the lands. Eight heroes rose to stop it. Each of these heroes developed a unique fighting style or abilities before combatting the great evil. Either before or after the final fight (The "Duel of Droshkalas") each of the heroes continued on their teachings, eiher by imparting them to a select group of people (the Manji Clan), in a book (the Tome of Armads), or via some other method. As time passed, the real story of what happened during the Duel of Droshkalas was distorted over time (I can give you guys a more detailed rundown of the Duel and the generals if you want), and the eight heroes (some of which were heroes, some of which weren't) became known as the Eight Generals. While their true story was changed quite a bit (embellished, one might say), their teachings were unchanged. I want to stat up each "teaching" as a PrC. If you want to learn a little bit more about the Eight Generals, read any of my five "Eight Generals" PrCs (see my sig). Each of them has a brief description of the General during the flavor text, as well as an item or two (and in one case - a feat) pertaining to the PrC, often with more flavour. My ideas for the next three Generals. A divine flavoured one. The dude with the robes blasting with light will be this one. I just can't think of how to do him (a caster prc? a warrior-caster? just a dude with cool abilities?) I'm thinking of a class inspired by Dragoons from various Final Fantasy titles. The only problem is, I don't want him to be TOO far based on Final Fantasy(I think the Manji Lord, for example, is too specific. The Blade Lord is a great example of how to base a class on somebody, for these generals). Think dude with heavy armor, spear, jumping on people. But for me, it's too specific. This . . . Sufferer I've been working on. I MIGHT merge him with the divine character. So imagine this priest yelling to his friends to stand back, while he confronts all these attackers on his own. He annihilates them with a blast of light, then collapses. Not persay a Kamikaze blast :D , I'm thinking more just that it's so powerful his mortal body can't hold the power. Either that, or he can be a Dark Knight sort of fellow. Each of them also has to have a weakness, preferably an exploitable one. If the Blade Lord loses his Chosen Blade, he's finished. And he's pretty weak once he runs out of Sudden Strike uses, too. The Manji Lord, while a fightin-class, has most of his abilities based off of a Flagstaff with 5 HP, and he doesn't have a full BAB. The Spellfist Legionnaire suffers from a crappy caster level (meaning less spell slots to fuel abilities) and a low HP. The General of the CHained Axe has to suffer from tossing a weapon not meant for tossing (40 foot range increment at high levels) and lugging around a lot of chain to pull it back to him (without a lot of chain, he can't take full advantage of his abilities). And I don't think any of them are all that effective in an antimagic field. Actually, that's another prerequisite. Must have supernatural abilities. I don't want a "Weapon Master", far too generic and boring for the Eight Generals. The thing with the 8 Generals is that each of them also has to meet my personal 'approval' for the campaign setting. In other words, I have to like the class. Look at, say, this Arcane Tracker. It's a cool PrC. But it's not a "General". Same with any PrC. Unless, while I'm making it, I say "WOW, this is one cool class", then it goes in the Other section of my sig. |
| BronzeBeard01-02-05, 05:13 PM | Arcane Lock is nice for this PrC but I was afraid that granting only this at the level of any number would be enought. As for the generals: think of what your not covering, think about a group of eight adventurers - so far we got - Multiclass Monk/Magician[arcane] Fighter[Axe] Fighter with demonic race-addon Graceful-Dexterous Fighter And a Fighter with some sort of wierd staff Before I continue I must know: Does your Generals must be fighter oriented figures? |
| Demonfey01-02-05, 06:56 PM | You need one who has elemental power. |
| king_of_evil00701-02-05, 07:01 PM | Arcane Unlock would go at level one (it's a good ability to start a progression and the feel) or at any other level where we have nothing to put. Since the Arcane Tracker has a good skill list and medium BAB (I'm assuming, since he's roguish), his abilities can't be TOO powerful. I can see Arcane Unlock being a good level one ability, considering he later gets unlimited Detect Magic, Dispel Magic, and I'm thinking he can (later on) emanate an Antimagic Field. Best to stagger him a little, prevent 1-level dips. Generals should be somewhat combat-oriented. Thus, probably not a Bard class unless it's pretty combat-oriented. I can handle most of the class design - all I need is inspiration. All of the Generals were written and proofread in less than two days each. I thought of the idea, said "That's tight" and just wrote it. If that happens to me again, then it's a General PrC. If you read the generals, you'll notice that almost all of them have been inspired by games. The Soul Lord and Manji Lord came from Soul Calibur. The Blade Lord and GotCA came from Fire Emblem (although the GotCA is simply from an attack animation). Only the Spellfist Legionnaire is completely original, and even then, it's very anime-like (although I don't watch much anime, oddly enough). Luckily, I've been playing some Otogi 2, and I REALLY love the whole style of that game. I might create a PrC based off of that. NOT a Ninja or Samurai, but something a little. . . odder. Involving many cherry blossoms. I'm still trying to think of a name (Immortal Warrior, the subtitle for Otogi 2, is a good start). Basically, he becomes linked to a cherry blossom (akin to a fey) and gets to do all sorts of odd stuff. I'm thinking access to a few crazy spells (Phoenix, Butterfly, Chimera, & Dragon, or perhaps their 'house' names) as well as some teleportation abilities. Some gliding abilities, perhaps Wind Walk. His armor is made out of the bark of the cherry blossom tree. HOWEVER, he's severely limited by magic. Characters in Otogi have a magic bar. When the bar gets low (from casting too many spells, or just over time) they start to lose health very quickly, because their body is simply a corpreal form created by their spirit. I'm trying to think of a simple way to do this, and perhaps link it back to the cherry blossom tree. But since he's an adventurer, I can't just start damaging him if he's away from his tree. Perhaps carrying small branches of his tree, and eating them. . . this restores his inner ki or energy. Every day without eating a branch of cherry blossom drains his constitution by one, and prevents all use of abilities that use ki, including Monk ones (aside from one I'm considering that brings him back to his tree). (On further thought, tree sap might work better). Thoughts? Edit On elemental, I'm kind of bored with elements. Everytime I play an RPG, half the time "We must do something to the four elements". It's just so generic. If we can think of a unique use for elements, then sure. But otherwise, I'm not too much a fan of "Warrior of Fire" or "Water Mage". |
| Demonfey01-02-05, 07:06 PM | Arcane Unlock would go at level one (it's a good ability to start a progression and the feel) or at any other level where we have nothing to put. Since the Arcane Tracker has a good skill list and medium BAB (I'm assuming, since he's roguish), his abilities can't be TOO powerful. I can see Arcane Unlock being a good level one ability, considering he later gets unlimited Detect Magic, Dispel Magic, and I'm thinking he can (later on) emanate an Antimagic Field. Best to stagger him a little, prevent 1-level dips. Generals should be somewhat combat-oriented. Thus, probably not a Bard class unless it's pretty combat-oriented. I can handle most of the class design - all I need is inspiration. All of the Generals were written and proofread in less than two days each. I thought of the idea, said "That's tight" and just wrote it. If that happens to me again, then it's a General PrC. If you read the generals, you'll notice that almost all of them have been inspired by games. The Soul Lord and Manji Lord came from Soul Calibur. The Blade Lord and GotCA came from Fire Emblem (although the GotCA is simply from an attack animation). Only the Spellfist Legionnaire is completely original, and even then, it's very anime-like (although I don't watch much anime, oddly enough). Luckily, I've been playing some Otogi 2, and I REALLY love the whole style of that game. I might create a PrC based off of that. NOT a Ninja or Samurai, but something a little. . . odder. Involving many cherry blossoms. I'm still trying to think of a name (Immortal Warrior, the subtitle for Otogi 2, is a good start). Basically, he becomes linked to a cherry blossom (akin to a fey) and gets to do all sorts of odd stuff. I'm thinking access to a few crazy spells (Phoenix, Butterfly, Chimera, & Dragon, or perhaps their 'house' names) as well as some teleportation abilities. Some gliding abilities, perhaps Wind Walk. His armor is made out of the bark of the cherry blossom tree. HOWEVER, he's severely limited by magic. Characters in Otogi have a magic bar. When the bar gets low (from casting too many spells, or just over time) they start to lose health very quickly, because their body is simply a corpreal form created by their spirit. I'm trying to think of a simple way to do this, and perhaps link it back to the cherry blossom tree. But since he's an adventurer, I can't just start damaging him if he's away from his tree. Perhaps carrying small branches of his tree, and eating them. . . this restores his inner ki or energy. Every day without eating a branch of cherry blossom drains his constitution by one, and prevents all use of abilities that use ki, including Monk ones (aside from one I'm considering that brings him back to his tree). (On further thought, tree sap might work better). Thoughts? Edit On elemental, I'm kind of bored with elements. Everytime I play an RPG, half the time "We must do something to the four elements". It's just so generic. If we can think of a unique use for elements, then sure. But otherwise, I'm not too much a fan of "Warrior of Fire" or "Water Mage". Fair, but do you like Crowley's build? Because that is kind of what I was talking about. |
| king_of_evil00701-02-05, 07:13 PM | Crowley is. . . one of your characters? The one that says "NPC" in your sig? Reading link now. . . Ran out of time, but I'll read this Crowley dude later. |
| Demonfey01-02-05, 07:17 PM | He is the part of so many guilds, and I didn't want to have to go through all that with a new character, and so I saved him to stay in the guilds as a member, although he is now mainly a plot device, comedy man, or source of information on rare things. |
| BronzeBeard01-02-05, 07:33 PM | Alright, I'll see about the rogue. I'de like to think about him a bit. 5 suggestions for general: A. you got to have a full divine caster as well as a full arcane caster so save the two last for this couple. B. For arcane, how about a duel mage? one that could use spell like the way fighter use two swords? C. You need an archer or some sort of range attacker (the chained axe doesn't count). Your party lacks this guy and he is a must for every party (at least he have a special space reserved in a group that most of them use sword in deep, in close). D. Have you played WarCraft III Frozen Throne? If you did then you should take the blood mage as a must! If not then I could explain you what he does. E. Remember my Elemental Acrobat? Remember you asked me about the Soul Dogma? Well, you could use that - If you remember what I said if not than ask me and I'll describe it all. |
| king_of_evil00701-02-05, 10:24 PM | Allow me to clarify something. While these Eight Generals all knew each other to a degree and some of them adventured together at times, they weren't a 'party'. In fact, I don't believe there was a single time when all eight were assembled in once place, due to logistical problems and deaths (although folklore has these stories of grand meetings). Some of them traveled in parties with other people who weren't "Generals". In fact, one of the generals (the Blade Lord) was based off an actual campaign I ran. I worked with one of the players to develop that unique class. The rest of the party was more generic Clerics & Archers & whatnot, meaning no "General" status for them. So while that character's true story involved other people, due to his unique fighting style and leadership skills, he was the only one who will be remembered. Which is why I'm not worried about making an 'adventuring party'. Second, I hate full-caster PrCs. I don't mind PrCs that are almost full caster (even 9 out of 10 levels). But the whole idea of prestige classes is specialization, which should come at a cost. If a mage wants to specialize in an element, or becoming an alien, or whatever kinds of full-casters there are these days, he should lose other spells and overall training as a result. Which is why I will never create a full-caster PrC. Which is why my development on that divine mage has hit a bit of a standstill. I'm unsure whether to give him only a few caster levels, with some real powerful abilities (if I had to pick right now, I'd go with this option). OR, I can give him seven or eight caster levels, with just a few, weaker abilities. Less flavor, but a bit easier to balance, since I don't have to balane having horrible caster levels with abiliites. BB: Never played Frozen Throne. Played a bit of WCIII at a friend's house (with a mHz count of 300 and a hard drive TOTAL of 2 gb, games aren't this PC's focus). THere already is a Blood Mage though, in Oriental Adventures and Unearthed Arcana (see the section on Taint). The Soul Dogma. . . that was pretty cool. I might use that. Dual mage. . . you mean casting a spell in each hand? I read that thread :) , but have nothing to say (another poster said everything I was going to). Meh, it's an interesting idea that I might expand on later. But how would spells like Burning Hands work (where the actual spell description mentions the use of both hands). Keep the input coming, guys. It's really sending my 'random visions' into overdrive. -KoE new idea Imagine this. In the campaign world that I'm working on, everything is infused with magic. Remove the magic, and the world dies. Casting a spell not only manipulates magic (as per normal D&D) but also draws it out of the caster (rather than just memorization). Magic is constantly flowing. Some scholars believe this creates the wind and weather. But the fact remains that everybody is connected by magic. It flows through the air, from every atom (or w/e, I'm no science major, and I'm also very tired ATM) of oxygen to every person. In effect, everybody is connected to things near them, magically. Imagine this. A character can feel the magic that connects everything, and control it. This dude can manipulate the magical current, the flow from one person to another. Hmm, it's an interesting idea. It came from a random mental image of two people, standing about fifty feet apart. One casts a spell (Magic Missile). As soon as the missiles begin flying through the air, the second fellow raises his hand. Although nobody else can see what's about to happen, he can. The five missiles, all connected to each other, suddenly fizzle out, and the backlash explodes, sending the original caster flying backwards. Now I'm not 100% Demonfey: So Crowley seems to be some fire mage. Elemental Savant (although I don't have T&B nor C.Arcane, so I dunno), etc. What about him? I don't understand this 'Shadowstarfire' business. Care to summarize for a tired old poster? |
| Jharviss01-03-05, 12:56 AM | Ya know KoE, you being the head of the Amazing Creators and me being the head of the Worldbuilders' Foundation, we should form an alliance. Not that that'd really mean anything, but it sounds good, right? *smirk* Correct me if I'm wrong, but was there not 8 heroes in Fire Emblem that all went together and saved the world? Now, KoE, you're creating 8 generals that went together and saved the world. I'm hoping that none of your players have ever played Fire Emblem... they might be able to find a similar plot. *shrug* |
| BronzeBeard01-03-05, 07:05 AM | 1. Arcane Unlock, Detect Magic / Will 2. Strong Mind (grants a +2 none base bonus to all will saves) OR Dodgical (grants +1 on will saves and +1 to AC against arcane magical effects) 3. Dispel Magic 1/day 4. ? 5. ? 6. Dispel Magic 3/day 7. Scent (for the purpose of detecting spellcasting nearby) 8. ? 9. ? 10. ? I just don't know So you're not worried about making an adventuring group but did you use any of what I wrote (or gonna use?) About the blood magus - way not correct. The story of the blood magus from the WC saga is: Rise of the Blood Elves At this time, the undead Scourge had essentially transformed Lordaeron and Quel'Thalas into the toxic Plaguelands. There were only a few pockets of Alliance resistance forces left. One such group, consisting primarily of high elves, was led by the last of the Sunstrider dynasty: Prince Kael'thas. Kael, an accomplished wizard himself, grew wary of the failing Alliance. The high elves grieved for the loss of their homeland and decided to call themselves blood elves in honor of their fallen people. Yet as they worked to keep the Scourge at bay, they suffered greatly at being cut off from the Sunwell that had empowered them. Desperate to find a cure for his people's racial addiction to magic, Kael did the unthinkable: he embraced his people's Highborne ancestry and joined with Illidan and his naga in hopes of finding a new magical power source upon which to feed. The remaining Alliance commanders condemned the blood elves as traitors and cast them out for good. With no place left to go, Kael and his blood elves followed Lady Vashj to Outland to help contest the warden, Maiev, who had recaptured Illidan. With the combined naga and blood elf forces, they managed to defeat Maiev and free Illidan from her grasp. Based in Outland, Illidan gathered his forces for a second strike against the Lich King and his fortress of Icecrown. Lordaeron - land of humans Quel'Thalas - Forest of Elves Alliance - Militia of Humans, Dwarfs and Elves. Basiclly, the blood mage is an elf that got so wrong so 'of the path' in his hatred to whatever caused the destruction of his home (Quel'Thalas) that he go and use a new and dangerous form of arcane magic - the blood of demons. The demons blood is so potent that it can bring much power but it also so addictive that once you used it you must constantly use again not only for the sake of your power but also for the sake of your life. it is so addictive that the user binds his life in the accursed blood that is so dangerous. The blood magus have the abilities of countering spells more easiliy and more important he develops method to steal the power of spells (i.e. mana in WC or slots in FR), and use it ultimatly against demons. |
| Jharviss01-03-05, 12:06 PM | Created a new one! Here's a lovely prestige class: Channeler of the Raw Power. I'm rather happy with this one... I created it within 2 hours (between 12:15 AM and 2 AM) and its fairly complex. I hope it looks alright, come tell me! Please! Otherwise I'll just presume its so screwed up that nobody will look at it. Maybe its good enough to be a general, eh KoE? Heh, yeah.... |
| king_of_evil00701-03-05, 06:18 PM | I'll glance at it in a sec, Jhar. Although I prefer to have at least a large part (if not, everything past pre-planning) of work in my Generals. It IS for my campaign setting, after all. BB: I'd move Detect Magic to level four. Helps prevent one-level dips (even though it's a weak ability, it's too good for a 1st level dip). Alright. Final three generals, ATM. Immortal Warrior (to be renamed). See above. Unnamed Divine Class. Dedicated to a god of suffering AND a sun god. Gains very few caster levels, but some COOL abilities related with blasts of light. Sadly, it costs his body a lot. . . the FINAL general. . . duh duh duh. He's so cool, I still don't know what he is! :D I'm considering something arcane, but I don't want to go with a full caster. And a dual mage is kinda cool, but meh. Doesn't fit. I might work on it, though. Like I said, I'm considering arcane. If a cooler idea appears, it goes in. Thanks a LOT for the input guys. I'm gonna go and start a rough draft of the Immortal Warrior, but keep your ideas coming. They're the fuel of my fire. -KoE |
| king_of_evil00701-03-05, 06:56 PM | Cherry Dependance: The Immortal Warrior is linked to a cherry tree, and slowly grows dependant on it. At level one, he must build a small shrine around a cherry blossom tree. This shrine costs 1000 gp worth of raw materials, and takes one week to build. He does not need to make any checks - he is mentally guided by the cherry blossom tree. The shrine is a small wooden construct surrounding the tree, igving the Immortal Warrior a calm place to meditate. His cherry blossom tree benefits just as he does. It becomes unusually resilient, and with proper care, can even be uprooted and moved. If the shrine or tree ever takes any damage or comes under attack, the Immortal Warrior immediately knows. If the shrine is destroyed, he loses all supernatural class abilities until it is rebuilt. If the tree is destroyed, he loses all supernatural class abilities until it is regrown. He also loses a point of constitution permanently. If an Immortal Warrior's constitution is ever lowered to zero by this process, he falls to dust, and vanishes forever. Not even divine intervention can save him. If the Immortal Warrior willingly destroys his own tree, he loses all supernatural class abilities and can never again take levels in Immortal Warrior. He also loses two points of Constitution. At level four, he begins to need the tree to sustain his class abilities. If he goes a month without 'tree sustenance', he loses all supernatural class abilities. Either drinking a vial of a special liquid made from cherry blossom leaves (see below) or standing within ten feet of the shrine resets his time limit. Each vial of tree leaves takes a day to harvest. However, each tree can only have four vials out at a time. Creating further vials is impossible. Their weight is negligable, it takes a standard action to drink, and it has no effect other than resetting the timer. An Immortal Warrior must drink the liquid from his own tree. At level seven, he needs tree sustenance every two weeks. Furthermore, tree sustenance deprivation now drains a point of constitution each day he is deprived. Drinking tree liquid or standing within 10 feet of the tree immediately restores damage dealt to his Constitution by deprivation. Also, he can now harvest up to six vials of tree liquid. At level ten, he becomes closely attached to his tree. If his tree is destroyed, he immediately dies. Changing trees requires another fully grown cherry blossom tree, and a new shrine to be constructed. If the Immortal Warrior is already linked to a tree, he must spend a month 'reattuning' himself to the new tree. Cherry Armor: The Immortal Warrior is clad in his tree's armor. If the Immortal Warrior wears armor not made of tree bark, he loses all supernatural class abilities until he takes the armor off. He can harvest tree bark from his tree, and mold it into armor using magic. This armor works exactly like metal armor, except it is only 50% as heavy. He can harvest 50 gp worth of bark per day. (He can't sell the bark, usually. But if a piece of armor costs 500 gp, he needs to harvest for 10 days). Once the armor is created by him, it can be modified or worn by others just like any other armor. Blossom Defense (Ex): The Immortal Warrior stops at nothing to defend his tree. When combatting foes who he believes intend to destroy his tree or shrine (he must be reasonably close to the tree as well) he gains a +2 bonus to attack and AC. Photosynthesis (Su): The Immortal Warrior can use the sun to restore himself, much like a tree. At level two, he can use Photosynthesis in any area either out in the sun, or while in the area of a Daylight spell. A green glow momentarily surrounds him, and his wounds heal. He heals 1d6 HP per class level. He can use Photosynthesis a number of times as indicated on the table. (1/day level 3, 2/day level 6, 3/day at level 9) Cherry Step (Sp): With a flash of pink, cherry leaves fall to the ground, and the Immortal Warrior is gone. At level five, the Immortal Warrior can use Dimension Door (caster level = class level) as per the table. Weight of a Leaf (Su): The Immortal Warrior gets lighter. At level five, he is now affected by a permanent Feather Fall effect, although he can suppress this ability as a move action. He also gains a +4 weight bonus to Balance and Jump checks while the Feather Fall effect is active. Blossomport (Su): The Immortal Warrior can return to his tree whne he needs to. The Immortal Warrior, can at will, activate a Teleport Without Error effect, only it only takes him back to his tree & shrine, always. Furthermore, his Cherry Step ability is now a Teleport effect. Hmm. . . trying to think of a few more abilities, preferably offensive ones. THIS IS NOT FINISHED. And I am looking for a better name. Immortal Warrior doesn't fit a class that has Photosynthesis as a class ability ;) |
| BronzeBeard01-03-05, 07:28 PM | Immortal Warrior (to be renamed). See above. Unnamed Divine Class. Dedicated to a god of suffering AND a sun god. Gains very few caster levels, but some COOL abilities related with blasts of light. Sadly, it costs his body a lot. . . the FINAL general. . . duh duh duh. He's so cool, I still don't know what he is! :D Your divine class sounds like the painbearer of Ilmatar. Take care for the ones who suffer and blast stuff with light. I know, I've been there. But I may have something for your late general, just keep him empty for my and I'll get back at'ya in a matter of days. |
| king_of_evil00701-03-05, 08:56 PM | Painbearer of Ilmater. . . Ilmater's FR, right? Something about suffering, yet being good. . .drat, I thought it was an original idea. WHere can I find this Painbearer class? |
| Demonfey01-03-05, 09:35 PM | Demonfey: So Crowley seems to be some fire mage. Elemental Savant (although I don't have T&B nor C.Arcane, so I dunno), etc. What about him? I don't understand this 'Shadowstarfire' business. Care to summarize for a tired old poster? Crowley is an insane elf-demon crossbreed. Shadowstarfire is something I whipped up to counter Sil's silverstarfire. He is capable of destroying huge areas with little effort, and can fight in a tight spot. He has grafts to help cover his weaknesses. He is a viable basis of a general, at any rate. |
| Orcy The Green Wonder01-03-05, 09:43 PM | Ignore this, wrong place. |
| king_of_evil00701-03-05, 09:49 PM | Missed this.Ya know KoE, you being the head of the Amazing Creators and me being the head of the Worldbuilders' Foundation, we should form an alliance. Not that that'd really mean anything, but it sounds good, right? *smirk* Correct me if I'm wrong, but was there not 8 heroes in Fire Emblem that all went together and saved the world? Now, KoE, you're creating 8 generals that went together and saved the world. I'm hoping that none of your players have ever played Fire Emblem... they might be able to find a similar plot. *shrug* Sounds good. We all create stuff, why not work together? In FE for the GBA (in the US), there were 3 Lords. A Blade Lord, a Great Lord, and another lord. All IIRC. But face it - a group of heroes gathering to save the world. . . it's generic fantasy. Eight is my lucky number. And I forget where 'General' came from. Might've been from FE. That was a cool game. Can't wait for the sequel, might inspire some more PrCs of General of the Chained Axe quality. |
| Jharviss01-03-05, 10:41 PM | Hmm... I'm 90% sure that there were 8 heroes or some number around here (7 or 9, but 8 rings true). Now you're going to make me go find out... bah... Woot, the Worldbuilders' Foundation has allies! Woot. |
| king_of_evil00701-03-05, 10:44 PM | Who knows, it might've been in the history of that game. I've played way too many RPGs, I get them all mixed up (When I told my friend, who was playing Star Ocean, to equip a Songstress dressphere I realized I play too many) -KoE |
| Jharviss01-04-05, 06:21 PM | Hey, can y'all critique this for me right quick? Thanks (Nope, I'm not from the south). Igurikor Kyton-bred Kytons are terrible devils, to be sure, but unlike most other devils, when kytons and humans mate, the offspring retain many of the abilities of the kyton rather than simply becoming diabolic. The igurikor are the ancestors of half-kytons and humans, being mostly human but with some of the frightening traits of their kyton ancestors. Often evil and lawfully bent, igurikor retain many of the views and joys of the kyton. The only common trait between various igurikor seems to be the humanoid appearance, for their skin, hair, and eye color can be human or an off-shot there of, such as light blue skin or white hair. Their eyes, however, do tend to be piercing and frightening. Racial Abilities: Igurikors have the following traits: ~ -2 Intelligence: Though gifted, the igurikors are not overly intelligent. ~ Medium: As Medium creatures, igurikors have no special bonuses or penalties due to their size. ~ Igurikor base land speed is 30 feet. ~ Darkvision: Igurikors can see in the dark up to 20 feet. Darkvision is black and white only, but is otherwise like normal sight, and the igurikors can function just fine with no light at all. ~ Spiked Chains: Igurikors treat spiked chains as martial weapons, and may furthermore use it as a one-handed weapon. ~ +1 natural armor bonus. ~ Enhanced Healing: Igurikors heal at an accelerated pace, regaining hit points twice as fast as a humans. ~ +2 racial bonus on all craft (metalworking) checks made with chains. ~ Automatic Language:Common. ~ Favored Class: Fighter. When determining whether a multiclass igurikor takes an experience point penalty, his or her fighter class does not count. |
| king_of_evil00701-04-05, 09:08 PM | I'm definitely not an expert on races (I've done a single monster/race in my life, and that was a Sand Creature template for the Time Warrior), but it looks. . . alright. Maybe a mite overpowered, but +1 LA might be too much. See if you can offer a slight downfall, such as a penalty to Diplomacy for being frightening. |
| Deladrion Garthin01-04-05, 09:18 PM | KoE, love the cherry blossom man. Very unique and cool About the divine sun-blasting General, I'm imagining something to do with using Turn/Rebuke undead attempts to produce rays and blasts of energy. I've had this concept of a guy who gains extra turning attempts like crazy and has very powerful turning abiilties, though the energy rays/blasts were a minor part of the class. Unfortunately that idea never came to fruition, but your description of a divine character blasting enemies away in a flash of light really reminds me of it. I'm imagining gaining lots of turning attempts, and probably recharging turning attempts at an increased rate, like every hour instead of every day. Turning attempts could be used to power different supernatural abilities, such as a beam, a blast, maybe a cone, and perhaps some sort of defensive barrier or shield? The more powerful ones could require 2 or even 3 turning attempts be expended. Finally, in a pinch the General could take temporary ability (constitution?) damage to generate additional turning attempts if he's in dire straights, or perhaps he would take ability damage when using his most powerful abilities? Just some ideas. I've always liked the idea of a cleric that blasts the heck out of undead with positive energy, your concept just really reminds me of that. Hope that helps :D |
| king_of_evil00701-04-05, 09:23 PM | Hmm. . . I wouldn't grant him too many extra TU uses. HOwever, the abilities he gains would be very powerful to make up for that. Good plan though. That's going in. (and Con daamage to power abilities if he's in need? heck yeah!) Cherry Blossom Dude is coming along. Right now, my only flaw is a lack of offensive abilities (or at least, a lack of abilities allowing him to truly emulate Otogi gameplay. Imagine a Wuxia movie with 1370 hit combos), and Photosynthesis. I think I took the whole 'tree ability' thing too far with that. I might add a healing ability (Otogi dudes could heal), I just want to think for a bit on how to execute it. |
| Demonfey01-04-05, 09:40 PM | Hmm. . . I wouldn't grant him too many extra TU uses. HOwever, the abilities he gains would be very powerful to make up for that. Good plan though. That's going in. (and Con daamage to power abilities if he's in need? heck yeah!) Cherry Blossom Dude is coming along. Right now, my only flaw is a lack of offensive abilities (or at least, a lack of abilities allowing him to truly emulate Otogi gameplay. Imagine a Wuxia movie with 1370 hit combos), and Photosynthesis. I think I took the whole 'tree ability' thing too far with that. I might add a healing ability (Otogi dudes could heal), I just want to think for a bit on how to execute it. Otogi 2 kicks a**. Did you design one after the dual wielding wolf guy? He is a good one for massive groups, but if you didn't really give him spells, he would be in trouble against archers (I can't remember his name off the top of my head, because I don't own an X-Box :( ...yet. :smirk: Yay birthdays!) |
| Jharviss01-04-05, 10:04 PM | lol, shoot KoE, a penalty to diplomacy for being frightened? Sounds more like it should be a bonus to intimidation for being frightened! lol, *shrug* I went and looked over the Spiked Chain again, so that I could say that its not that powerful and damn my luck it is rather powerful. Maybe if I say an untrained igurikor takes a -2 damage penalty if using it one handed.... hmmm.... ah well. This is the issue with designing a no LA race based on a creature with an ECL of 13 (the kyton). Just can't do what ya wants... |
| BronzeBeard01-05-05, 02:05 AM | Hey, can y'all critique this for me right quick? Thanks (Nope, I'm not from the south). Igurikor Kyton-bred Kytons are terrible devils, to be sure, but unlike most other devils, when kytons and humans mate, the offspring retain many of the abilities of the kyton rather than simply becoming diabolic. The igurikor are the ancestors of half-kytons and humans, being mostly human but with some of the frightening traits of their kyton ancestors. Often evil and lawfully bent, igurikor retain many of the views and joys of the kyton. The only common trait between various igurikor seems to be the humanoid appearance, for their skin, hair, and eye color can be human or an off-shot there of, such as light blue skin or white hair. Their eyes, however, do tend to be piercing and frightening. Racial Abilities: Igurikors have the following traits: ~ -2 Intelligence: Though gifted, the igurikors are not overly intelligent. ~ Medium: As Medium creatures, igurikors have no special bonuses or penalties due to their size. ~ Igurikor base land speed is 30 feet. ~ Darkvision: Igurikors can see in the dark up to 20 feet. Darkvision is black and white only, but is otherwise like normal sight, and the igurikors can function just fine with no light at all. ~ Spiked Chains: Igurikors treat spiked chains as martial weapons, and may furthermore use it as a one-handed weapon. ~ +1 natural armor bonus. ~ Enhanced Healing: Igurikors heal at an accelerated pace, regaining hit points twice as fast as a humans. ~ +2 racial bonus on all craft (metalworking) checks made with chains. ~ Automatic Language:Common. ~ Favored Class: Fighter. When determining whether a multiclass igurikor takes an experience point penalty, his or her fighter class does not count. In my sig there's a link (to my cavern and from there there's a link) to a ECL calculator - use it, it is very helpful. KoE, behold: |
| BronzeBeard01-05-05, 06:12 AM | (took some time) Level BAB F/R/W Special Power Spells per Day ------------------------------------------------------------ 1 +0 0/2/2 Free Hands, Hand Style 2 +1 0/3/3 +1 level of existing arcane spellcasting class 3 +1 1/3/3 Improved Hand Style 4 +2 1/4/4 Deflect Spell 5 +2 1/4/4 +1 level of existing arcane spellcasting class 6 +3 2/5/5 Greater Hand Style 7 +3 2/5/5 +1 level of existing arcane spellcasting class 8 +4 2/6/6 Improved Deflect Spell 9 +4 3/6/6 Evasion +1 level of existing arcane spellcasting class 10 +5 3/7/7 Hand Style Mastery +1 level of existing arcane spellcasting class Class Features All of the following are features of the Magical Palm prestige class. Weapon and Armor Proficiency: The Magical Palm gain no proficiency with any weapon or armor. The use of any of the abilities of Hand Style or Deflect Spell along with arcane spell failure doubles the penalty. Free Hands: no gloves or such Hand Style (Ex): A magical palm must select one of two combat styles to pursue: touch or two-ray combat. This choice affects the characters class features but does not restrict his selection of feats or special abilities in any way. If the magical palm selects touch combat, he is treated as having the following benefits at the appropriate levels (even if he does not have the normal prerequisites for that feat) and beyond At first level he is treated as having the Weapon Focus (Touch Spell) feat. At third level he is treated as having the Combat Reflexes feat. The benefit applies only when he is using a touch spells and has a charged unarmed attack. At sixth level he is capable of casting another touch spell on his other hand. He then fight as if using two weapons (two unarmed strikes), adding the appropriate spell effect when each hand strikes. At tenth level the magical palm may roll a concentration check after a successful touch spell attack in order to preserve the spell (effectively holding the charge) until your next attack. Each check for the same spell implies a +2 to the DC check. If the magical palm selects two-ray combat, he is treated as having the following benefits at the appropriate levels (even if he does not have the normal prerequisites for that feat) and beyond At first level he is treated as having the Weapon Focus (Ranged Spell) feat. At third level he is treated as having the Split Ray feat (from tome and blood source book). At sixth level he is capable of casting one extra ranged attack spell per round. Each attack you make in that round (the extra one and the normal ones) takes a -2 caster level penalty. You must use the full attack action to use this feat. At tenth level the magical palm penalty to extra casting reduce by 1 caster level to a penalty of +1 caster level. Deflect Spell (Ex): You must have at least one hand free (holding nothing) to use this ability. Once per round when you would normally be hit with a ranged attack spell, you may deflect it so that you take no damage from it. You must be aware of the attack and not flatfooted. Every time you deflect spell there is a (20 + 5*spell level) chance (d%) that the spell will hit the closest creature to you. Attempting to deflect a ranged spell doesnt count as an action. Improved Deflect Spell (Ex): Evasion (Ex): Starting at 15th level, whenever a magical palm makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a magical palm is wearing light armor or no armor. A helpless magical palm does not gain the benefit of evasion. |
| king_of_evil00701-05-05, 04:17 PM | Otogi 2 kicks a**. Did you design one after the dual wielding wolf guy? He is a good one for massive groups, but if you didn't really give him spells, he would be in trouble against archers (I can't remember his name off the top of my head, because I don't own an X-Box :( ...yet. :smirk: Yay birthdays!) WHere do you think I got the 1370 hit combo? Tsuna (the wolf-dude) is just cool beyond all reason. He's got a double-bladed sword, which he occasionally breaks into two parts, as well as a long blade coming out of his wrist (I think it's attached there, not actually coming out wolverine-style). My sole reason for not giving him a PrC is that I can see no benefits to disassembling your double bladed sword, other than style. Jhar - Like I said, I'm definitely no racial expert. I honestly am not sure as to the balance of that. More to come (on that Magical Palm dude, specifically) -KoE |
| Demonfey01-05-05, 04:30 PM | WHere do you think I got the 1370 hit combo? Tsuna (the wolf-dude) is just cool beyond all reason. He's got a double-bladed sword, which he occasionally breaks into two parts, as well as a long blade coming out of his wrist (I think it's attached there, not actually coming out wolverine-style). My sole reason for not giving him a PrC is that I can see no benefits to disassembling your double bladed sword, other than style. Jhar - Like I said, I'm definitely no racial expert. I honestly am not sure as to the balance of that. More to come (on that Magical Palm dude, specifically) -KoE Well, you could swap one side for a different blade, like a magical weapon. Also, if you could do that, then you could drop one blade to use a shield if you had one. An enchantment on the blades could change the single blade into a different, more damaging weapon, while two of certain enchantments would allow any weapon, any size. These are the size changing and morphic (I think) enchantments, in the Underdark book. Besides, you don't have to separate the blades... :schemes: Anyway, it wouldn't even have to be swords. You could have an ability, named dual weapon mastery, so that the person could use any two sided weapon proficiently. |
| Jharviss01-05-05, 05:48 PM | I'm pretty sure it wouldn't be too bad making a prestige class for a person who could (as a free action) switch from two-bladed fighting to two-swords fighting. Add in a couple specialties and slight variations. Ahh, oh well, sorry, just me thinking out loud. |
| king_of_evil00701-05-05, 06:05 PM | What IS the difference between those two? Double weapon TWF is where you use one weapon, but both sides are enchanted independantly. THe weapon always counts as having a light weapon in your off hand. Dual wielding TWF is the same, except you get more freedom (having different weapons). I just can't see WHY a character would switch between the two. Perhaps confuse enemies, but not something to make a whole PrC around. . . |
| The Vorpal Tribble01-06-05, 10:10 PM | *The view of the oceans come into view, the crest of waves rising and falling, somewhere below something turns within the brine...* What was that green blur? (http://boards1.wizards.com/showthread.php?t=360290) |
| Cazic01-06-05, 10:20 PM | I invented a class. (http://boards1.wizards.com/showthread.php?t=358903) please comment. |
| BronzeBeard01-06-05, 10:24 PM | What IS the difference between those two? Double weapon TWF is where you use one weapon, but both sides are enchanted independantly. THe weapon always counts as having a light weapon in your off hand. Dual wielding TWF is the same, except you get more freedom (having different weapons). I just can't see WHY a character would switch between the two. Perhaps confuse enemies, but not something to make a whole PrC around. . . Is that a comment on my suggestion? plz explain. |
| king_of_evil00701-06-05, 11:01 PM | No no. Read what Demonfey said. We're talking about a dude with a double bladed sword (think Darth Maul. . . then without the glowing weapon) who breaks it into two different swords during his combos, then puts it back together. I was clarifying what I remembered about both types of TWF (double weapon and two different weapons), and musing on what sort of benefit (other than being insanely cool) there would be to switching between the two. -KoE |
| BronzeBeard01-07-05, 09:43 AM | (took some time) Level BAB F/R/W Special Power Spells per Day ------------------------------------------------------------ 1 +0 0/2/2 Free Hands, Hand Style 2 +1 0/3/3 +1 level of existing arcane spellcasting class 3 +1 1/3/3 Improved Hand Style 4 +2 1/4/4 Deflect Spell 5 +2 1/4/4 +1 level of existing arcane spellcasting class 6 +3 2/5/5 Greater Hand Style 7 +3 2/5/5 +1 level of existing arcane spellcasting class 8 +4 2/6/6 Improved Deflect Spell 9 +4 3/6/6 Evasion +1 level of existing arcane spellcasting class 10 +5 3/7/7 Hand Style Mastery +1 level of existing arcane spellcasting class Class Features All of the following are features of the Magical Palm prestige class. Weapon and Armor Proficiency: The Magical Palm gain no proficiency with any weapon or armor. The use of any of the abilities of Hand Style or Deflect Spell along with arcane spell failure doubles the penalty. Free Hands: no gloves or such Hand Style (Ex): A magical palm must select one of two combat styles to pursue: touch or two-ray combat. This choice affects the characters class features but does not restrict his selection of feats or special abilities in any way. If the magical palm selects touch combat, he is treated as having the following benefits at the appropriate levels (even if he does not have the normal prerequisites for that feat) and beyond At first level he is treated as having the Weapon Focus (Touch Spell) feat. At third level he is treated as having the Combat Reflexes feat. The benefit applies only when he is using a touch spells and has a charged unarmed attack. At sixth level he is capable of casting another touch spell on his other hand. He then fight as if using two weapons (two unarmed strikes), adding the appropriate spell effect when each hand strikes. At tenth level the magical palm may roll a concentration check after a successful touch spell attack in order to preserve the spell (effectively holding the charge) until your next attack. Each check for the same spell implies a +2 to the DC check. If the magical palm selects two-ray combat, he is treated as having the following benefits at the appropriate levels (even if he does not have the normal prerequisites for that feat) and beyond At first level he is treated as having the Weapon Focus (Ranged Spell) feat. At third level he is treated as having the Split Ray feat (from tome and blood source book). At sixth level he is capable of casting one extra ranged attack spell per round. Each attack you make in that round (the extra one and the normal ones) takes a -2 caster level penalty. You must use the full attack action to use this feat. At tenth level the magical palm penalty to extra casting reduce by 1 caster level to a penalty of +1 caster level. Deflect Spell (Ex): You must have at least one hand free (holding nothing) to use this ability. Once per round when you would normally be hit with a ranged attack spell, you may deflect it so that you take no damage from it. You must be aware of the attack and not flatfooted. Every time you deflect spell there is a (20 + 5*spell level) chance (d%) that the spell will hit the closest creature to you. Attempting to deflect a ranged spell doesnt count as an action. Improved Deflect Spell (Ex): Evasion (Ex): Starting at 15th level, whenever a magical palm makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a magical palm is wearing light armor or no armor. A helpless magical palm does not gain the benefit of evasion. Well? Is that a good idea for 8th general? |
| BronzeBeard01-07-05, 10:18 AM | thanks for everything, KoE. (http://boards1.wizards.com/showthread.php?p=5187389&posted=1#post5187389) |
| king_of_evil00701-08-05, 03:54 PM | As I said on your leaving thread, good luck with everything. We'll keep the remnants of your beard & hair here and graft it back on to you when you get back :D We're gonna miss BB's Rulez, they have some great ideas. So when are you leaving, exactly? -KoE |
| BronzeBeard01-08-05, 05:40 PM | In less then a month. But I still don't know how to load the god'damn picture on boards! It just not working. And I took a look at the complete adventurer excpert and it seems as if they stole away our arcane tracker :( |
| king_of_evil00701-08-05, 05:44 PM | You're kidding. . . stupid WotC :D ALright. Here's how to do it. Hit up a image-hosting site. I use www.digistash.com Sign up, it's free. Then just put the picture in your album. Find the link to that picture in the album, then use {img=http://www.digistash.com/whatever} That will put up a nice image right in your post. (Hit up any of my finished Generals, use the Quote button, then look at the coding you get from that for a RL example) Enjoy, -KoE |
| BronzeBeard01-08-05, 06:24 PM | Ok, I signed and have a member name. What next? :confused: |
| king_of_evil00701-08-05, 07:13 PM | Just open up a new album (I called mine Online Media ;) ), then upload pictures to it. The picture has to be on your hard drive. THen just upload it. It's pretty self-explanatory, just look around. |
| BronzeBeard01-08-05, 08:39 PM | I succeded! :w00t: check out my pic, dude. |
| The Vorpal Tribble01-11-05, 08:26 PM | Venture not within the swaying fronds... (http://boards1.wizards.com/showthread.php?t=362458) for my beast now resides there... :D |
| The Vorpal Tribble01-19-05, 08:24 PM | And my newest work: The Converter (a clerical PrC) (http://boards1.wizards.com/showthread.php?p=5267553#post5267553) |
| Epic Scotsman01-20-05, 09:53 AM | Damn school to all mighty hell!! Anyway, haven't been around for awhile. I've been writing 1-2 papers a week while doing other annoying classwork, fun stuff I can tell you. I had a new PrC nearly finished, but then I did something foolish and now it's back to nothing more than a pretty picture with a table and some requirements. As soon as I get around to it, I'll finish it up. Plus, it's the first part in a 6 part series so as soon as I have nothing to do, you'll see alot of crap flying from my way. Trying to keep yous guys up to date, ~Epic |
| king_of_evil00701-23-05, 10:03 PM | That's right, the Time Warrior has been remixed! To celebrate my recent acquisition of Prince of Persia: Warrior Within (way too dark and morbid, IMO), I fixed up the class, adding a new version to work with the Prince's Medallion of Time, a slightly weaker version (albeit with a devastating new ability) that should make the class a little bit easier for the DM to balance. Oh, and it now has it's own thread. Ch-ch-check it out Just my 2 gil, -KoE |
| Orguth the Brawler01-25-05, 08:54 PM | Greetings, gentlemen. I would very much like to join this organization; my particular interests lie in the Research Branch, I do believe. Very little of my lovely designs make it past the drawing board (you would not believe how stubborn kingdoms are with donating enough materiel to manufacture my Magna-crab! Even the Delayed Blast Fireball Cannon gives them hesitation!), but the desire is there, and given the time and research, there is much I should yet like to accomplish. Markin's Mutlitudinous Environment Extra-planar Survival Suit retains some possibilities. |
| king_of_evil00701-25-05, 09:11 PM | The Beacon of Altoma The Beacon of Altoma is the light that brightens the dark days, the torch that goes into the cobwebs and roots out the monsters hiding in the dark corners. Dedicated to two gods, the Beacon destroys evil and alleviates the pain of the weak. The Beacon of Altoma embodies two core tenets of good: self sacrifice for others, and the destruction of evil. Hit Die: d4 Prerequisites Skills: Concentration 12 ranks Spells: Ability to cast level 5 Divine spells Domains: Must have chosen the Sun domain as one of his domains Alignment: Any good Patron Deity: Pelador (god of light) OR Altoma (god of suffering) Special: Capability to turn/rebuke undead Special: Must have been accepted by Altoma himself for an outstanding devotion to helping those who deserve the help. Class Skills Concentration (Con), Craft (Int), Knowledge [Religion] (Int), Profession (Wis), Spellcraft (Int) Skill points per level: 2 + int modifier Progression Level BAB Fort Ref Will Special 1st +0 +0 +0 +1 Code of Conduct, Worship of Sun and Suffering 2nd +1 +0 +0 +2 Light of the Faithful 3rd +1 +1 +1 +3 Bear the Burden, Light of the Heavens 4th +2 +1 +1 +3 Blinding Burst 5th +2 +1 +1 +4 Extra Turning 6th +3 +2 +2 +4 - 7th +3 +2 +2 +5 Painful Light 8th +4 +2 +2 +5 Ease Suffering 9th +4 +3 +3 +6 Health Transfusion, True Beacon 10th +5 +3 +3 +6 Light of the Eight Generals Weapons & Armor: The Beacon of Altoma neither gains nor loses any proficiency with weapons or armor. It should be noted, however, that any supernatural class abilities do not function in armor. Code of Conduct: The Beacon of Altoma gains devastating powers stemming from goodness, allowing him to cause unimaginable suffering in others. Upon becoming a Beacon of Altoma, the Beacon vows never to intentionally use any of his pain-causing abilities upon those who do not deserve it. Furthermore, if he accidentally causes pain or suffering to those who do not deserve it (an accidental target from the Blinding Burst ability, for example) he should do his best to remove this pain from the target. Worship of Sun and Suffering: The Beacon of Altoma, while named after Altoma (the god of pain, who originally created these abilities), gains his powers from two gods: Altoma, the god of pain and suffering, and Pelador, god of the sun and light. Thus, he gains a second patron deity, either Altoma or Pelador, whichever was not his original Patron Deity. He gains the complete use (including the granted ability) of a third domain, chosen from his new Deity's domain list. If his alignment is not compatible with his new Patron Deity's allowed alignments (if you use different deities for your campaign, see below) he suffers no consequences. Light of the Faithful (Sp): The Beacon of Altoma does worship a sun god, and he gains the ability to evoke the sun's light. He can use Daylight as a spell-like ability a number of times per day equal to his class level (his divine caster level is his caster level for this ability too). He may expend a use of Turn Undead to use Daylight again, after his normal uses have been used up. Bear the Burden (Sp): The Beacon of Altoma embodies the true tenet of good: self sacrifice for the good of others. He may bear the burden of a a willing target, who he touches as a standard action. He may then transfer a 'burden' from the target to him. He can never bear a positive burden - it must be a negative effect. Burdens include (but are not limited to) negative levels, poisons, diseases, curses, blindness, deafness, spell effects such as Geas/Quest or even the acid damage from Melf's Acid Arrow, and other negative effects, at the DM's discretion. You cannot resist the burden immediately, you must wait until it's next chance for a save (if there is one) or simply let it expire. The target immediately loses it's burden and suffers no further penalties from it, although in some cases, more burdens must be borne. A Beacon may bear identical burdens. Example: Raven bears the burden of a poison effect from Guy. He immediately gains the exact same poison, and Guy loses it. However, if Guy has already taken ability damage, Raven must use Bear Burden to remove the ability damage from Guy separately. Light of the Heavens (Su): The Beacon of Altoma can turn light into searing beams. When in a Daylight effect (or in actual Daylight) you can fire beams of light as a standard action. You must succeed at a ranged touch attack to strike the foe. If the beam hits, he takes 1d4 divine damage per two class levels. He can up the damage die of each beam by one die per use of Turn Undead expended, up to a maximum of 2d10 (1d6->1d8->1d10->1d12->2d10). In addition, creatures with any weakness to light suffer an additional point of damage per class level when struck by a beam. These beams are attacks, so a Beacon of Altoma with multiple attacks can make multiple beam shots, although each one must be augmented(if at all) by Turn Undead individually. Blinding Burst (Su): The Beacon of Altoma can focus a Daylight effect into a burst of light. Using Blinding Burst requires a standard action, and you must be within 100 feet of a Daylight effect that you can see. This dispels the a targeted Daylight effect (and can only be done inside a Daylight effect, being in real light doesn't count). THe light winks out for a split second before exploding into a brilliant burst. Everybody within 10 feet per class level of the center of the Daylight effect must make a Reflex save (DC=10+ class level + wisdom mod) or be blinded for 1d4 minutes. If the target fails his save by 10 points or more, he is permanently blinded. The Beacon of Altoma is immune to Blinding Burst, but his allies are not. In addition, you can use up a Turn Undead attempt when using Blinding Burst. Each turning use expended expands the radius of the Blinding Burst by 10 feet and raises the save DC by 1. Creaures with a weakness to light are blinded for 1d4 minutes without a save - the save determines if the blinding is permanent or not. Extra Turning (Feat): You gain the Extra Turning feat. Painful Light (Su): When using Light of the Heavens, you can now expend uses of Turn Undead. If the beam misses, the Turn Undead uses are still expended. The target is wracked with pain for 1d6 rounds per Turn Undead use expended. The target can make a Fortitude save to throw off the pain (DC= 10 + class level + wis modifier). The pain grants a -1 penalty to all d20 rolls the target makes, as well as preventing the target from casting spells or using interruptible actions (Concentration checks are needed to cast a spell, DC= 10 + wis mod + spell level). Ease Suffering (Su): The Beacon of Altoma can ease the suffering of those in pain. He must touch a willing creature as a standard action (he can NOT target himself). The target immediately feels the effects of Restoration, Greater and Heal (except that no HP is restored). The Beacon of Altoma can use Ease Suffering at will, but he loses two points of Constitution every time he uses it. This is ability damage, and can be restored with rest or magic normally. If he takes another two points of Constitution damage when he uses Ease Suffering, he can also affect the target with a Regenerate effect. Health Transfusion (Su): The Beacon of Altoma can transfer his health to a willing target. He must simply touch a willing target to transfer health. He may lose a number of HP (no more than his class level tripled) and have the target heal the same amount of damage. The Beacon of Altoma CAN use this ability to kill himself if he has few HP remaining. True Beacon (Su): The Beacon of Altoma is a true light, a beacon to protect his friends. He can use Light as a spell-like ability at will. Furthermore, all creatures of good alignment recieve a Protection From Evil effect when in a Daylight effect that the Beacon has created. Light of the Eight Generals (Su): The Beacon of Altoma is one of the Eight Generals, and he gains a devastating ability emanating from his twin gods, as well as from the combined power of his ancestors. Even evil deities fear the Light of the Eight Generals, this being the power that killed the Fiend Dragon, a deity in his own right. Using Light of the Eight generals is a devastating ability that requires the expedenture of at least ten attempts of Turn Undead, as well as a Daylight effect that must have been created by the Beacon of Altoma. More uses of Turn Undead can be expended for a greater effect (see below), but at least ten must be expended. Using the ability requires the Beacon of Altoma to meditate and prepare mentally for ten rounds. The Turn Undead uses are expended at the start of this preparation. During this time, anybody within 10 miles with a Detect Good or a Detect Magic effect active (even if they are not facing in the relative direction of the effect) realizes that something incredibly powerful is being charged. This effect can be interrupted. Treat it as a level 10 spell with a casting time of 10 rounds. After the ten rounds is up, the Light of the Eight Generals is released from the body of the Beacon of Altoma. A single target within 100 feet of the Beacon is struck by the light. It has no chance of missing. The light envelops the target then detonates, dazing everybody within 200 feet of the target (including the target and the Beacon) for 1 round, no save allowed. The target takes 1d10 damage per use of Turn Undead expended. This damage can not be prevented in any way. In addition, the target is blinded. Targets killed by the Light of the Eight Generals are completely obliterated - not even a trace of dust is left behind. However, the Light of the Eight Generals has a devastating effect on the Beacon, who should not control such awesome power through a mortal body. He is reduced to 0 HP, then 1d10 must be rolled. He takes that much damage (there is a 1/10 chance that he will be reduced to -10 HP and killed). DM's Notes The Beacon of Altoma is a very powerful PrC, but it suffers a lot of penalties. Being available at level 9 alone is a pretty big prerequisite - furthermore, a Cleric who takes it might be disappointed with the level six spells he'll be swinging around at level 20. Furthermore, being the Chosen of a God has direct RP consequences. His church will want him to do stuff for them, such as publicity (not to mention helping them out when they need it). Nevertheless, the Light of the Eight Generals is a devastating ability when abused. Forgetting his ability scores (his charisma, in particular) a level 10 human Beacon (who uses all of his feats for Extra Turning) can theoretically be able to Turn Undead 35 times. 35d10 is a pretty hefty attack at level 10, despite his 10% chance of death, reduction to 0 HP anyways, and the 1 minute charging time. Placing restrictions on this ability (1/month, for example) might be appropriate for your campaign. Also note that the Code of Conduct isn't as restricting as that of a Paladin. A Beacon of Altoma actually has no restriction from performing evil acts (other than changing alignment, losing his deities support, and losing his prerequisites for the PrC (thus all abilities). Furthermore, he can aid evil people if they need it (for example, if an evil person begins atoning for his sins, the Beacon can aid him). The real restriction is that he must help those who need it, especially those who he accidentally hurts. If he blinds a Commoner with Blinding Burst, he does not immediately break his CoC. He does break it and lose abilities if he does not use Bear Burden or Ease Suffering to help the Commoner as soon as safely possible (and he must help the Commoner, even if the commoner was evil, because he was an accidental target of an effect the Beacon caused). The Beacon In Your Campaign The Beacon of Altoma is created for my most recent campaign setting, a high magic world featuring the Eight Generals (see my sig). The two gods are Altoma (NG god of suffering, wants to HELP those who suffer by suffering himself) and Pelador (NG god of light, generic Pelor-ish dude). Replacing these gods for your campaign has little effect on this class (aside from the name), but be careful not to include gods who's overall dogmas might conflict. The Story of Altoma "A thousand years past . . . and then several more before, the world was at a legendary age. No, it was not an age of an impossible peace, where the citizens lived and danced under the sun and stars. It was an age far too much like this one, full of conflict and hate and despair. And evil breeds on evil, like a bacteria, multiplying with itself until it grows too large to be contained. . . and when that happens, it must be defeated. Through gates, past the guardians, and into a room, where a statue of the Dragon resides. And near that statue is a pot, filled with a multicoloured mixture. And there was a man, cloaked in a dark red light, stirring the mixture. "When this broth is complete. . . dragons will be released upon the world again. The Fiend Dragon is already gone, it's already too late. And the world will be destroyed, like my hopes, like my dreams, like the woman I loved. . ." "For evil is not an entity, it is a consequence, one brought by loss, pain, and despair. This man, Droshkala, would be the end of the world. Were it not for a young man and his friends. . ." And as suddenly as you were in the cave, you are in an open field, following behind a pair walking through the fields. A woman wearing a white and blue robe, and a man with long black hair, traveling to some unknown location. "The man is Palathar, the first hero to help save the land. While history places him in a more minor role when compared to another general, he was undoubtably the most important, being the only one to have enlisted the help of the other generals. The woman traveling beside her is Judeais, the least storied one, yet without her help, none of the Generals would have survived. Interestingly enough, she was easily the most powerful of them to ever exist, quite possibly the most powerful mortal. " The scene appears to speed up, and suddenly you are following Judeais, traveling alone through the cave. Suddenly, from behind, a massive hand reaches out to grab her. The hand, covered in unnatural growths and chitin plating, grabbed at the man's robe, claws extending from broken fingers. Judeais dodged the surprise attack, his evasion born from a supernatural speed. He wheeled around, raising his right arm. "Demon. . . it is not your time." and a blast of white light arose from his hand. The room filled with light, and you can feel the demon being melted away by this power. You can barely see Judeais, tears streaming down his face as his body slowly withers, sores opening and holes being torn in his body. "Spare me! I am no demon!" came an agonized scream. The white light slowly faded away, revealing a visibly tired Judeais and his attacker. A man, burned bald, his skin horribly mutated and corrupted, was curled in the fetal position on the ground. "Help me. . . Droshkala has released the fiend dragon. We must defeat it." And with that began the tenuous alliance between Ishmaele and Judeais. Judeais and Ishmaele traveled deep into the abyss, fighting demons and devils and whatever else came their way. And then they saw the Fiend Dragon. The fight was fierce, but after a few frenzied moments, Judeais knew what to do. His path was lit. Releasing the energies, born of his pain and love, he immolated the dragon in a single blast. His light ignited the flaming pits of hell and sent waves of energy through the world. Hell would never be the same, the majestic structures of devils or weapons of the demons forever destroyed and forgotten. Like Judeais. Ishmaele barely survived the fight, but he did, and was not seen for some time. Judeais woke from a long slumber, to the face of a man, who's face was so unremarkable that Judeais could never describe it. "Your sacrifice . . . born of pain and suffering, but of love as well. And the power. . . do you realize that you knocked one of the deities into a coma? Such power cannot be left to run amok among mortals. . . my apologies, Judeais. You will be reborn as Altoma, god of suffering."" And there we go. |
| king_of_evil00701-27-05, 09:12 AM | THere we go guys, the long awaited divine sixth General, the Beacon of Altoma. Looks a bit overpowered to me, but he IS giving up level 7, 8, and 9 spells. WHat do y'all think? Orguth: See if you can post up some of your stuff. I especially want to see this . . . survival suit :D Love the name. Just my 2 gil, -KoE |
| Kingside_Bishop01-27-05, 07:13 PM | Here's something I came up with a little while ago... thought I'd post it here, this being the most appropriate place. Anyway, enjoy! -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Cardcasting A Supplemental Magic System The Basics: Characters purchase (or create) magic cards, items with extraplanar essence stored inside of them. Depending on the nature of the essence, the character must succeed at various skill checks. There are eight essences, and eight different skills. Essences can be mixed to create original cards, or be kept pure for very direct use. The Eight Essences: There are eight essences that a card can be imbued with: Positive, Negative, Order, Chaos, Earth, Air, Fire, and Water. Each essence has a different effect when put into a card -- some deal damage, some create magic, others affect the mind. When combined, truly unique and (perhaps) powerful combinations can be created. *Whenever a spell is listed, assume the minimum caster level for that spell. **For all summons, the duration of the summon is equal to the Essence Level. ***For all Essence Unique Features, whenever "level" is cited, use the Card Level (see "Creating and Purchasing Essence Cards" for how to determine card level) or the individual Essence Level of the Essence generating the Unique Feature, whichever is lower. Positive: Positive Essence is drawn from the Positive Energy Inner Plane, and thus heals living creatures while harming creatures made of negative energy. Positive Essence can also be used to power Divine feats, because it is from the Energy Planes that these feats often draw their power from. Positive Essence Abilities* 1st Level: Cure Light Wounds 2nd Level: Allows use of one Divine feat (creator's choice, who must possess the feat) 3rd Level: Cure Moderate Wounds 4th Level: Cure Serious Wounds 5th Level: Allows use of two Divine feats (creator's choice, who must possess the feats) 6th Level: Cure Critical Wounds 7th Level: Mass Cure Light Wounds 8th Level: Allows use of three Divine feats (creator's choice, who must possess the feats) 9th Level: Heal Positive Essence Summons** 1st Level: Celestial Dog 2nd Level: Nixie 3rd Level: Celestial Wolf 4th Level: Celestial Ape 5th Level: Unicorn 6th Level: Celestial Lion 7th Level: Hound Archon 8th Level: Lammasu 9th Level: Celestial Dire Lion Positive Essence Unique Features*** White Burst: When mixed with another card, Positive Essences come into conflict with those Essences and create an effect called a "White Burst." Wherever the Positive Essence ability/summons is targeted, each creature within 10ft of that point is cured 1d4hp/level. If this would bring a creature to above his maximum hit points, he must make a Fortitude Save (DC 12 + remaining healing) or fall unconscious for 1 round/level. Celestial Boost: If a Positive Essence is contained in the same card as a summon ability of a different Essence, that summon gains the Celestial template. Negative: Negative Essence is drawn from the Negative Energy Inner Plane, and thus harms living creatures while healing creatures made of negative energy. Negative Essence can also be used to power Divine feats, because it is from the Energy Planes that these feats often draw their power from. Negative Essence Abilities* 1st Level: Inflict Light Wounds 2nd Level: Allows use of one Divine feat (creator's choice, who must possess the feat) 3rd Level: Inflict Moderate Wounds 4th Level: Inflict Serious Wounds 5th Level: Allows use of two Divine feats (creator's choice, who must possess the feats) 6th Level: Inflict Critical Wounds 7th Level: Mass Inflict Light Wounds 8th Level: Allows use of three Divine feats (creator's choice, who must possess the feats) 9th Level: Harm Negative Essence Summons** 1st Level: Medium Size Zombie 2nd Level: Allip 3rd Level: Ghoul 4th Level: Huge Skeleton 5th Level: Mummy 6th Level: Ghast 7th Level: Vampire Spawn 8th Level: Wraith 9th Level: Spectre Negative Essence Unique Features*** Black Burst: When mixed with another card, Negative Essences come into conflict with those Essences and create an effect called a "Black Burst." Wherever the Negative Essence ability/summons is targeted, each creature within 10ft of that point is dealt 1d4hp damage/level. If this would bring a creature to negative hit points, he must make a Fortitude Save (DC 12 + remaining healing) or be treated as if undead for the purpose of cure/inflict spells. Undead Boost: If a Negative Essence is contained in the same card as a summon ability of a different Essence, that summon gains the Undead type. Order: Order Essences are drawn from the lawful planes of the cosmology -- places like Celestia, Mechanus, and Baator. Because order by nature seeks balance, it most affects the unbalanced, whether emotionally, morally, or mentally. Order Essence Abilities* 1st Level: Remove Fear 2nd Level: Smite Opposing as 1st level Paladin 3rd Level: Calm Emotions 4th Level: Smite Opposing as 4th level Paladin with +2 Charisma 5th Level: Dispel Magic 6th Level: Smite Opposing as 7th level Paladin with +4 Charisma 7th Level: Neutralize Poison 8th Level: Smite Opposing as 10th level Paladin with +6 Charisma 9th Level: Break Enchantment Order Essence Summons** 1st Level: Formian Worker 2nd Level: Giant Bee 3rd Level: Axiomatic Heavy Warhorse 4th Level: Giant Ant Soldier 5th Level: Axiomatic Bison 6th Level: Formian Warrior 7th Level: Axiomatic Dire Ape 8th Level: Axiomatic Rhinoceros 9th Level: Axiomatic Basilisk Order Essence Unique Features*** Ensure: When mixed with another card, Order Essences come into conflict with those Essences and create an effect called "Ensure." On any dice roll involved with any Essence manifested with this card, that dice roll is treates as if it rolled the average, instead of actually rolling the dice Axiomatic Boost: If an Order Essence is contained in the same card as a summon ability of a different Essence, that summon gains the Axiomatic template. Chaos: Chaos Essences are drawn from the chaotic planes of the cosmology -- places like Arboria, Limbo, and the Abyss. Because chaos by nature seeks randomness, it is most adept at fluid change and unbalance, whether in physical or emotional arenas. Chaos Essence Abilities* 1st Level: Cause Fear 2nd Level: Disguise Self 3rd Level: Rage 4th Level: Alter Self 5th Level: Confusion 6th Level: Polymorph 7th Level: Feeblemind 8th Level: Seeming 9th Level: Baleful Polymorph Chaos Essence Summons** 1st Level: Anarchic Baboon 2nd Level: Orc 3rd Level: Anarchic Light Warhorse 4th Level: Anarchic Wolverine 5th Level: Anarchic Blink Dog 6th Level: Anarchic Dire Wolf 7th Level: Minotaur 8th Level: Anarchic Dire Boar 9th Level: Anarchic Phase Spider Chaos Essence Unique Features*** Randomize: When mixed with another card, Chaos Essences come into conflict with those Essences and create an effect called "Randomize." Roll 1d4/three levels. Any targeted Essence that this card manifests affects this many additional creatures within a 20ft radius, but these new targets are determined randomly. For levels below three, add 1 new target (also determined randomly). Creatures can be targeted multiple times. Anarchic Boost: If a Chaos Essence is contained in the same card as a summon ability of a different Essence, that summon gains the Anarchic template. Earth: Earth Essences are drawn from the Inner Plane of the Earth element. Cards with these essences excel at defense, and can often "stick around" longer than other Essences. Earth Essence Abilities* 1st Level: Entangle 2nd Level: Barkskin 3rd Level: Magic Vestment 4th Level: Persistent Effect (repeat effect of all other abilities the next round) 5th Level: Stone Shape 6th Level: Spike Stones 7th Level: Wall of Stone 8th Level: Persistent Effect (repeat effect of all other abilities the next two rounds) 9th Level: Stoneskin Earth Essence Summons** 1st Level: Earth Elemental Badger 2nd Level: Earth Elemental Large Monstrous Centipede 3rd Level: Small Earth Elemental 4th Level: Earth Elemental Black Bear 5th Level: Earth Elemental Dire Badger 6th Level: Medium Earth Elemental 7th Level: Large Earth Elemental 8th Level: Earth Elemental Brown Bear 9th Level: Huge Earth Elemental Earth Essence Unique Features*** Quake: When mixed with another card, Earth Essences come into conflict with those Essences and create an effect called "Quake." All creatures within 10 ft must make a Fortitude Save with a DC of 12 + 1 /level or fall prone. Earthly Boost: If an Earth Essence is contained in the same card as a summon ability of a different Essence, that summon gains the Earth Element template. Air: Air Essences are drawn from the Inner Plane of the Air element. Cards with these Essences are particularly skilled with increasing their own nimbleness, speed, and reflexes, as well as commanding lightning. Air Essence Abilities* 1st Level: Expeditious Retreat 2nd Level: Sneak Attack +1d6 (if qualified attack is made in next 10 rounds) 3rd Level: Haste 4th Level: Sneak Attack +2d6 (if qualified attack is made in next 10 rounds) 5th Level: Lightning Bolt 6th Level: Sneak Attack +3d6 (if qualified attack is made in next 10 rounds) 7th Level: Fly 8th Level: Sneak Attack +4d6 (if qualified attack is made in next 10 rounds) 9th Level: Chain Lightning Air Essence Summons** 1st Level: Air Elemental Eagle 2nd Level: Air Elemental Light Warhorse 3rd Level: Small Air Elemental 4th Level: Air Elemental Hippogriff 5th Level: Air Mephit 6th Level: Medium Air Elemental 7th Level: Large Air Elemental 8th Level: Adult Arrowhawk 9th Level: Huge Air Elemental Air Essence Unique Features*** Blast: When mixed with another card, Air Essences come into conflict with those Essences and create an effect called "Blast." All creatures within 10 ft must make a Fortitude Save with a DC of 12 + 1 /level or be blown back 1d4 x 10ft. Windblown Boost: If an Air Essence is contained in the same card as a summon ability of a different Essence, that summon gains the Air Element template. Fire: Fire Essences are drawn from the Inner Plane of the Fire element. Cards with these Essences are skilled at putting things to the torch. They have a wide array of flame abilities, and are very capable at destroying plants and plant creatures. Fire Essence Abilities* 1st Level: Burning Hands 2nd Level: Greater Turning as 1st level cleric vs. Plant Creatures 3rd Level: Scorching Ray 4th Level: Greater Turning as 5th level cleric vs. Plant Creatures with +2 Charisma 5th Level: Fireball 6th Level: Greater Turning as 10th level cleric vs. Plant Creatures with +4 Charisma 7th Level: Wall of Fire 8th Level: Greater Turning as 15th level cleric vs. Plant Creatures with +6 Charisma 9th Level: Fire Storm Fire Essence Summons** 1st Level: Fire Elemental Hobgoblin 2nd Level: Fire Elemental Light Warhorse 3rd Level: Small Fire Elemental 4th Level: Fire Elemental Cheetah 5th Level: Flamebrother Salamander 6th Level: Medium Fire Elemental 7th Level: Large Fire Elemental 8th Level: Fire Elemental Tiger 9th Level: 5 Headed Pyrohydra Fire Essence Unique Features*** Scorch: When mixed with another card, Fire Essences come into conflict with those Essences and create an effect called "Scorch." All creatures within 10 ft must make a Fortitude Save with a DC of 12 + 1 /level or take -2 on all attacks and -15ft to movement (minimum 5ft movement remaining). Flaming Boost: If a Fire Essence is contained in the same card as a summon ability of a different Essence, that summon gains the Fire Element template. Water: Water Essences are drawn from the Inner Plane of the Water element. Cards with these Essences are good at slowing enemies down, revitalizing allies, and calling upon plant life for assistance in combat. Water Essence Abilities* 1st Level: Entangle 2nd Level: Rebuke Plant Creatures as 1st level cleric 3rd Level: Lesser Restoration 4th Level: Rebuke Plant Creatures as 5th level cleric with +2 Charisma 5th Level: Slow 6th Level: Rebuke Plant Creatures as 10th level cleric with +4 Charisma 7th Level: Restoration 8th Level: Rebuke Plant Creatures as 15th level cleric with +6 Charisma 9th Level: Animate Plants Water Essence Summons** 1st Level: Merfolk 2nd Level: Water Elemental Medium Monstrous Spider 3rd Level: Small Water Elemental 4th Level: Merrow (Ogre) 5th Level: Water Mephit 6th Level: Medium Water Elemental 7th Level: Large Water Elemental 8th Level: Water Elemental Tiger 9th Level: Huge Water Elemental Water Essence Unique Features*** Drown: When mixed with another card, Water Essences come into conflict with those Essences and create an effect called "Drown." All creatures within 10 ft begin to suffocate. They continue to suffocate for 1 round per level. Watery Boost: If a Water Essence is contained in the same card as a summon ability of a different Essence, that summon gains the Water Element template.-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Using an Essence Card: In order for Essence Cards to work at all, they must be drawn randomly from a deck that contained at least 10 charged cards at the beginning of the day. This deck cannot have any duplicate cards -- each card must be unique. They may have very similar abilities, but they must not have the same abilities. To use an Essence Card, an individual must boldly hold it forth, and clearly pronounce the command word. There are three ways to activate a card: Random Draw: As a standard action that provokes an attack of opportunity, a caster draws a single random card and may manifest that Essence, or choose instead to keep that card in his hand and not manifest that Essence (if he didnt draw a card he wanted to use). Either way, its a standard action. Draw Hand: As a full round action that provokes an attack of opportunity, a caster draws a hand of three random cards, and may then choose one of those cards to cast. Or, he may choose not to manifest an Essence of one of the cards he drew (if he didnt draw a card he wanted to use). Either way, its a full round action. Search Deck: For every 10 cards in his deck, the Cardcaster spends 1d4 rounds searching for a specific card, which he may then manifest as a standard action. At this time, the character must make a Cardcasting check in whatever Essence is being used. There are eight separate Cardcasting skills -- one for each Essence. If the character fails the check, he has wasted his action. If he succeeds by meeting or exceeding the DC, that Essence's abilities take effect. The DC for the check is 9 + (2 per level of the Essence ability being used). A card with a single Essence requires a single check. A card with multiple Essences requires a check for each Essence, usually with different DCs. For example, a Positive 4, Order 3, Fire 2 Essence Card would require a Cardcasting (positive) check of 17+ to manifest the Positive Essence, a Cardcasting (order) check of 15+ to manifest the Order Essence, and a Cardcasting (fire) check of 13+ to manifest the Fire Essence. Failure on any of these checks results in the failure of that Essence to manifest, but does not affect the outcome of the other checks.Essence Cards are command word activated magic items. Each card has 1 charge per day. A character cannot activate separate abilities at different times during the day -- all abilities of an essence card are activated at the same time. Cardcasting Skills: Each essence has a corresponding Cardcasting skill subset, much like the skills Knowledge and Perform. These skills should be class skills to all caster classes, and the monk. Cardcasting (positive) (wis) Cardcasting (negative) (wis) Cardcasting (order) (int) Cardcasting (chaos) (cha) Cardcasting (earth) (wis) Cardcasting (air) (int) Cardcasting (fire) (cha) Cardcasting (water) (wis) Synergy: 5 ranks in Knowledge (the planes) grants a +2 synergy bonus to any Cardcasting check. Negative Synergy: Divide a character's ranks in each essence by two, and apply that as a negative modifier to that Essence's opposing Essence skill check.Cardcasting Feats: In addition to the new feats listed below, there are many feats from the Player's Handbook that could apply to Cardcasting.New Feat: Craft Card: Allows a character to craft Essence Cards using the process described below.Requirements: Caster level 1. New Feat: Multi-Elemental Cardcaster: A character with this feat no longer has to apply half of his ranks in one of his Essence skills as a penalty to that Essence's opposing Essence, but only for the elemental Essences (Earth, Air, Fire, and Water). Requirements: 5 ranks in any opposing moral Cardcasting Essence skills. New Feat: Multi-Moral Cardcaster: A character with this feat no longer has to apply half of his ranks in one of his Essence skills as a penalty to that Essence's opposing Essence, but only for the spiritual Essences (Positive, Negative, Order, and Chaos).Requirements: 5 ranks in any opposing elemental Cardcasting skills. New Feat: Combine Cards: When holding two or more cards in your hand, you may spend a full round action to combine two of them into a single card and gain all effects of that card as if it were a single card. This may be done as part of drawing a hand of cards. You may do this once per day, and one additional time per point of Intelligence bonus. This may be done as part of drawing a hand of cards. At the end of the day, the card reverts back to its two original donor cards.Requirements: 5 ranks in any Cardcasting skill.-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Creating and Purchasing Essence Cards: To craft a card with a certain Essence ability, the creator must have a caster level equal sufficient to cast a spell of that level, and at least 3 ranks +1 rank/level of the ability. So, to include a 3rd level ability, the creator would need to be a 5th level caster and possess 6 ranks in the appropriate Cardcasting skill. The base price of an Essence Card is 325gp x (Card Level, squared). The cost to create an Essence Card is half of this, but 1/25th of this amount must be paid in experience points, as well, and the creator must have the Craft Card feat (which requires a caster level of 1). Card Level is determined by the following formula: Base Ability Level + (Secondary Ability Level / 2) + (Tertiary Ability Levels / 4). The Base Ability Level is the highest level ability in the card. The Secondary Ability Level is the second highest level ability in the card (which is then divided by two). The Tertiary Ability Levels are the sum of all levels of all other abilities (then divided by four). So, an Essence Card with the Positive 4, Order 3, and Fire 2 abilities would have: a Base Ability Level of 4, a Secondary Ability Level of 1.5, a Tertiary Ability Level of .5, thus, a Card Level of 6 (4+1.5+.5), and a base price of 11,700gp (325 x 36 [6 squared]) Note that card level is squared (instead of including caster level in the formula) because the cards do not have scaling powers, like most spells. Instead, powers are finite. This results in a much lower cost, but the abilities are much weaker, as well. A common 9th level ability, for example, emulates a 6th level spell with a caster level of 11. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Integrating Essence Cards into a Campaign: Because it's an addition to the existing rules, not an overhaul, it's very easy to add Cardcasting to a campaign. Essence Cards would be particularly effective in a high-magic or planar campaign, where there might be local, national, and even cosmic card tournaments. This mini-system is meant to be an addition to the game, and does present a few serious balance issues. Primarily, there's the fact that these cards give non-casters magical abilities that without the system are the province of the casters alone. The cost for the cards help to balance this out, but I am not entirely sure my numbers are balanced, which would place an inherent flaw in the balance scheme. I intend to integrate these into my game, where I'll playtest them. There's no better way to tell if something is unbalanced than to allow your players to use it on you. If anyone else decides to try it out, too, please keep me posted on how it goes... -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Bibliography Core Rulebooks (of course) Manual of the Planes (Axiomatic, Anarchic, Earth, Air, Fire, and Water Elemental Templates) Lords of Magic, a computer game by Sierra (Essence names and general abilities) Magic: The Gathering (the "poker" aspects of the system, like having a hand and drawing cards) Vaalingrade Ashland (for the "Unique Features" that can make for interesting and unique cards) Knight-Triumphant (for the summoning aspects of the Essences, something I had left out) |
| thasis01-27-05, 07:34 PM | I'm thinking of posting my Death Knight I designed some time ago. I just have to get down to it. |
| Cazic01-27-05, 10:24 PM | This is a class I invented a little while ago. ________________________________________ _____ Throughout the ages there have been those who walk the paths of righteousness, there have been those who walk the paths of destruction, and even though they speak legends of those who travel the wilderness and brave the beasts of those lands none speak of those who do not walk the paths of righteousness or destruction. That is the life of the Tricksters. They travel the forests that surround the path. They tame the beasts of those lands so that they may live with those of the paths and they fell the beasts that can never live along the paths. This is the life of a Trickster, to risk all, to gain nothing, and to never hear their names spoken of. Trickster Alignment: Any nonlawful and nonchaotic Hit Die: d6 Class Skills The tricksters class skills (and the key ability for each skill) are Intimidate (Cha), Listen (Wis), Appraise (Int), Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Sleight of Hand (Dex), Speak Language (n/a), Craft (Int), Perform (Cha), Sense Motive (Wis), Profession (Wis) Skill Points at 1st Level: (4+ Int modifier) x4. Skill Points at Each Additional Level: 4+ Int modifier Table: The Trickster Level BAB Fort Ref Will Special 1st +0 +0 +2 +2 Tricks of the Trade 2/day, Fast movement 2nd +1 +0 +3 +3 Uncanny dodge 3rd +2 +1 +3 +3 Tricks of the Trade 4th +3 +1 +4 +4 evasion 5th +3 +1 +4 +4 Tricks of the Trade 3/day 6th +4 +2 +5 +5 Bonus Feat 7th +5 +2 +5 +5 Improved uncanny dodge 8th +6/+1 +2 +6 +6 Tricks of the Trade 9th +6/+1 +3 +6 +6 Tricks of the Trade, 10th +7/+2 +3 +7 +7 Tricks of the Trade 4/day, Improved Evasion 11th +8/+3 +3 +7 +7 Tricksters Grace 12th +9/+4 +4 +8 +8 Tricks of the Trade 13th +9/+4 +4 +8 +8 Camouflage 14th +10/+5 +4 +9 +9 Tricks of the Trade 15th +11/+6/+1 +5 +9 +9 Tricks of the Trade 5/day 16th +12/+7/+2 +5 +10 +10 17th +12/+7/+2 +5 +10 +10 A Tricksters Tongue 18th +13/+8/+3 +6 +11 +11 Tricks of the Trade 19th +14/+9/+4 +6 +11 +11 Hide in Plain Sight 20th +15/+10/+5 +6 +12 +12 Tricks of the Trade 6/day Spells per Day 0 1st 2nd 3rd 4th 5th 6th 7th Level 5 4 1st 6 4 2nd 6 5 3rd 6 6 3 4th 6 6 4 5th 6 6 5 3 6th 6 6 6 4 7th 6 6 6 5 3 8th 6 6 6 6 4 9th 6 6 6 6 5 3 10th 6 6 6 6 6 4 11th 6 6 6 6 6 5 3 12th 6 6 6 6 6 6 4 13th 7 6 6 6 6 6 5 4 14th 7 7 6 6 6 6 6 5 15th 7 7 7 6 6 6 6 5 16th 7 7 7 7 6 6 6 5 17th 7 7 7 7 7 6 6 6 18th 7 7 7 7 7 7 6 6 19th 7 7 7 7 7 7 7 7 20th Table: Trickster Spells Known Spells Known Level 0 1st 2nd 3rd 4th 5th 6th 7th 1st 5 3 2nd 5 3 3rd 5 4 4th 6 4 1 5th 6 4 2 6th 7 4 2 1 7th 7 5 3 2 8th 8 5 3 2 1 9th 8 5 4 3 2 10th 9 5 4 3 2 1 11th 9 5 5 4 3 2 12th 9 5 5 4 3 2 1 13th 9 5 5 4 4 3 2 14th 9 5 5 5 4 3 2 1 15th 9 6 5 5 5 4 3 2 16th 9 6 5 5 5 5 4 3 17th 9 6 5 5 5 5 4 4 18th 9 6 6 5 5 5 5 5 19th 9 6 6 6 5 5 5 5 20th 9 6 6 6 6 6 6 6 Class Features All of the following are class features of the trickster. Weapon and Armor Proficiency: A trickster is proficient with all simple weapons and is proficient with all light and medium armor. A trickster can cast trickster spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a trickster wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass trickster still incurs the normal arcane spell failure chance for arcane spells received from other classes. Spells: A trickster casts arcane spells which are drawn primarily from the trickster spell list. He/She can cast any spell he/she knows without preparing it ahead of time, the way a wizard or a cleric must To learn or cast a spell, a trickster must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a tricksters spell is 10 + the spell level + the tricksters Charisma modifier. Like other spellcasters, a trickster can cast only a certain number of spells of each spell level per day. His/Her base daily spell allotment is given on Table: The Trickster. A tricksters selection of spells is extremely limited. A trickster begins play knowing five 0-level spells and three 1st-level spells of your choice. At each new trickster level, he/she gains one or more new spells, as indicated on Table: Trickster Spells Known. These new spells can be common spells chosen from the trickster spell list, or they can be unusual spells that the trickster has gained some understanding of by study. The trickster cant use this method of spell acquisition to learn spells at a faster rate, however. Upon reaching 4th level, and at every even-numbered trickster level after that (6th, 8th, and so on), a trickster can choose to learn a new spell in place of one he/she already knows. In effect, the trickster loses the old spell in exchange for the new one. The new spells level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level trickster spell the trickster can cast. A trickster may swap to two spell at any given level, and must choose whether or not to swap the spell at the same time that he/she gains new spells known for the level. Unlike a wizard or a cleric, a trickster need not prepare his/her spells in advance. He/She can cast any spell he/she knows at any time, assuming he/she has not yet used up his/her spells per day for that spell level. He/She does not have to decide ahead of time which spells hell/shell cast. Fast Movement (Ex): A tricksters land speed is faster than the norm for his race by +10 feet. This benefit applies only when he/she is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the tricksters speed because of any load carried or armor worn. Uncanny Dodge (Ex): At 2nd level, a trickster retains his/her Dexterity bonus to AC (if any) even if he/she is caught flat-footed or struck by an invisible attacker. However, he/she still loses his/her Dexterity bonus to AC if immobilized. If a trickster already has uncanny dodge from a different class, he/she automatically gains improved uncanny dodge (see below) instead. Evasion (Ex): At 4th level or higher if a trickster makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he/she instead takes no damage. Evasion can be used only if a trickster is wearing light armor or no armor. A helpless trickster does not gain the benefit of evasion. Improved Uncanny Dodge (Ex): At 7th level and higher, a trickster can no longer be flanked. This defense denies a rogue the ability to sneak attack the trickster by flanking him, unless the attacker has at least four more rogue levels than the target has trickster levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character. Improved Evasion (Ex): At 10th level, a tricksters evasion ability improves. He/She still takes no damage on a successful Reflex saving throw against attacks, but henceforth he/she takes only half damage on a failed save. A helpless trickster does not gain the benefit of improved evasion. Tricksters Grace (Su): At 11th level, a trickster gains a bonus equal to her Charisma bonus (if any) on all saving throws. Camouflage (Ex): A trickster of 13th level or higher can use the Hide skill in any sort of terrain, even if the terrain doesnt grant cover or concealment. A Tricksters Tongue: A trickster of 17th level or higher can speak with any living creature. Hide in Plain Sight (Ex): While in any sort of terrain, a trickster of 19th level or higher can use the Hide skill even while being observed. Bonus Feat: At 6th a trickster gains a bonus feat. At each such opportunity, he/she can choose a Dirty-fighting feat or Improvised Weapon Proficiency feat. The trickster must still meet all prerequisites for a bonus feat, including level minimums. The bonus feat is in addition to the feat that a character of any class gets from advancing levels. The trickster is not limited to the categories of Dirty-fighting feat and Improvised Weapon Proficiency feat when choosing these feats. Tricks of the Trade: All Tricks of the Trade require no verbal or hand commands. They need only be used during a conversation. All Tricks of the Trade have the duration of 1 hour per trickster level. All Tricks of the Trade only work if the being(s) can hear the trickster. A Trick can be used on more than one being at a time. They need only hear you. All Tricks of the Trade except Perfect Tricks (see below) have a DC of 10 + ฝ class level + Char. Mod. ~Agree: Agree works much like charm. A being under the effect of agree is inclined to agree with everything you say and then act accordingly with the topic the being is agreeing with. A being under the effects of agree will regard you as its trusted friend and ally (treat the targets attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw. Agree does not enable you to control the agreeing being as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldnt ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the agreeing person breaks the effects of agree. You must speak the beings language to communicate your commands, or else be good at pantomiming. While under the effects of agree the being cant attack the trickster if the being fails the Will save. ~ Senses-See: A being under the effect of Senses-See will begin to see anything that the trickster says. ~ Senses-Taste: A being under the effect of Senses-Taste will begin to taste anything that the trickster says. ~ Senses-Touch: A being under the effect of Senses-Touch will begin to feel anything that the trickster says. ~ Senses-Hear: A being under the effect of Senses-Hear will begin to hear anything that the trickster says. ~ Senses-Smell: A being under the effect of Senses-Smell will begin to smell anything that the trickster says. ~Emotions-Like or Dislike: A being under the effect of Emotions-Like or Dislike will begin to like or dislike any being, group, race, place, item, or type of item that the trickster says. ~Emotions-Love or Hate: A being under the effect of Emotions-Love or Hate will begin to love or hate any being, group, race, place, item, or type of item that the trickster says. ~Emotions-Happy or Sad: A being under the effect of Emotions-Happy or Sad will begin to be happy or sad. ~Emotions-Angry: A being under the effect of Emotions-Angry will begin to be angry. ~Trick of Fear, Lesser: Creates three illusions of the targets fears. If the target falls the will save then he/she/it becomes scared ~Trick of Fear, Greater: Must have Trick of fear, Lesser to get. Works like Trick of fear, Lesser, but creates one illusion of the targets fears. If the target fails the Will save then he/she/it becomes terrified. --------------------------------------All Perfect Tricks of the Trade---------------------------------------------------- ~Perfect Agree: Must know Agree and at least two other non-perfect Tricks of the Trade. Perfect-Agree works like agree, but has a DC of 10 + class level + char. Mod. and the effected being will agree with anything the trickster says. ~ Perfect Trick of Fear: Must know Trick of Fear, Greater and at least two other non-perfect Tricks of the Trade. Perfect Trick of Fear works like Trick of Fear, Greater, but has a DC of 10 + class level + char. Mod. -----------------------Trickster Spell List--------------------------- 0-LEVEL TRICKSTER SPELLS (CANTRIPS) Dancing Lights: Creates torches or other lights. Flare: Dazzles one creature (1 on attack rolls). Light: Object shines like a torch. Ghost Sound: Figment sounds. Prestidigitation: Performs minor tricks. 1ST-LEVEL TRICKSTER SPELLS Summon Monster I: Calls extraplanar creature to fight for you. Charm Person: Makes one person your friend. Silent Image: Creates minor illusion of your design. Ventriloquism: Throws voice for 1 min./level. Disguise Self: Changes your appearance. Mount: Summons riding horse for 2 hours/level. Unseen Servant: Invisible force obeys your commands. Hypnotism: Fascinates 2d4 HD of creatures. Sleep: Puts 4 HD of creatures into magical slumber. Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures. Disguise Self: Changes your appearance. 2ND-LEVEL TRICKSTER SPELLS Summon Monster II: Calls extraplanar creature to fight for you. Darkness: 20-ft. radius of supernatural shadow. Alter Self: Assume form of a similar creature. Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures. Summon Swarm: Summons swarm of bats, rats, or spiders. Detect Thoughts: Allows listening to surface thoughts. See Invisibility: Reveals invisible creatures or objects. Continual Flame M: Makes a permanent, heatless torch. Gust of Wind: Blows away or knocks down smaller creatures. Shatter: Sonic vibration damages objects or crystalline creatures. Blur: Attacks miss subject 20% of the time. Invisibility: Subject is invisible for 1 min./level or until it attacks. Magic Mouth M: Speaks once when triggered. Minor Image: As silent image, plus some sound. Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8). Misdirection: Misleads divinations for one creature or object. Phantom Trap M: Makes item seem trapped. Darkvision: See 60 ft. in total darkness. Knock: Opens locked or magically sealed door. Levitate: Subject moves up and down at your direction. Pyrotechnics: Turns fire into blinding light or choking smoke. Rope Trick: As many as eight creatures hide in extradimensional space. Spider Climb: Grants ability to walk on walls and ceilings. Whispering Wind: Sends a short message 1 mile/level. 3RD-LEVEL TRICKSTER SPELLS Explosive Runes: Deals 6d6 damage when read. Summon Monster III: Calls extraplanar creature to fight for you. Phantom Steed: Magic horse appears for 1 hour/level. Sepia Snake Sigil M: Creates text symbol that immobilizes reader. Rage: Subjects gains +2 to Str and Con, +1 on Will saves, 2 to AC. Suggestion: Compels subject to follow stated course of action. Daylight: 60-ft. radius of bright light. Tiny Hut: Creates shelter for ten creatures. Displacement: Attacks miss subject 50%. Illusory Script M: Only intended reader can decipher. Invisibility Sphere: Makes everyone within 10 ft. invisible. Major Image: As silent image, plus sound, smell and thermal effects. Blink: You randomly vanish and reappear for 1 round/level. Fly: Subject flies at speed of 60 ft. Secret Page: Changes one page to hide its real content. 4TH-LEVEL TRICKSTER SPELLS Black Tentacles: Tentacles grapple all within 20 ft. spread. Dimension Door: Teleports you short distance. Secure Shelter: Creates sturdy cottage. Solid Fog: Blocks vision and slows movement. Summon Monster IV: Calls extraplanar creature to fight for you. Shout: Deafens all within cone and deals 5d6 sonic damage. Arcane Eye: Invisible floating eye moves 30 ft./round. Scrying F: Spies on subject from a distance. Charm Monster:Makes monster believe it is your ally. Confusion: Subjects behave oddly for 1 round/level. Crushing Despair: Subjects take 2 on attack rolls, damage rolls, saves, and checks. Geas, Lesser: Commands subject of 7 HD or less. Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like). Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through. Invisibility, Greater: As invisibility, but subject can attack and stay invisible. Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage. Rainbow Pattern: Lights fascinate 24 HD of creatures. Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real. 5TH-LEVEL TRICKSTER SPELLS Dismissal: Forces a creature to return to native plane. Telekinesis: Moves object, attacks creature, or hurls object or creature. Mages Faithful Hound: Phantom dog can guard, attack. Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task. Summon Monster V: Calls extraplanar creature to fight for you Teleport: Instantly transports you as far as 100 miles/level. Prying Eyes: 1d4 +1/level floating eyes scout for you. Mind Fog: Subjects in fog get 10 to Wis and Will checks. Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber. Dream: Sends message to anyone sleeping. False Vision M: Fools scrying with an illusion. Mirage Arcana: As hallucinatory terrain, plus structures. Invisibility, Mass: As invisibility, but affects all in range. Nightmare: Sends vision dealing 1d10 damage, fatigue. Persistent Image: As major image, but no concentration required. Seeming: Changes appearance of one person per two levels. Shadow Evocation: Mimics evocation below 5th level, but only 20% real. Passwall: Creates passage through wood or stone wall. 6TH-LEVEL TRICKSTER SPELLS Summon Monster VI: Calls extraplanar creature to fight for you. Geas/Quest: As lesser geas, plus it affects any creature. Veil: Changes appearance of group of creatures. Planar Binding: As lesser planar binding, but up to 12 HD. Suggestion, Mass: As suggestion, plus one subject/level. Symbol of Persuasion M: Triggered rune charms nearby creatures. Mislead: Turns you invisible and creates illusory double. Permanent Image: Includes sight, sound, and smell. Shapechange F: Transforms you into any creature, and change forms once per round. Programmed Image M: As major image, plus triggered by event. Shadow Walk: Step into shadow to travel rapidly. Project Image: Illusory double can talk and cast spells. 7TH-LEVEL TRICKSTER SPELLS Banishment: Banishes 2 HD/level of extraplanar creatures. Spell Turning: Reflect 1d4+6 spell levels back at caster. Instant Summons M: Prepared object appears in your hand. Mages Magnificent Mansion F: Door leads to extradimensional mansion. Phase Door: Creates an invisible passage through wood or stone. Teleport, Greater: As teleport, but no range limit and no off-target arrival. Insanity: Subject suffers continuous confusion. Summon Monster VII: Calls extraplanar creature to fight for you. Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real. Simulacrum M X: Creates partially real double of a creature. Power Word Blind: Blinds creature with 200 hp or less. Symbol of Stunning M: Triggered rune stuns nearby creatures. Project Image: Illusory double can talk and cast spells. |
| BronzeBeard01-30-05, 03:31 AM | em, :OMG! wtf?.. um, do you guys want to fill me up? Regardless, I would ask you to visit this |
| Silmarien Aldalome01-30-05, 05:44 AM | The seven polls are out - they are: 1. Portal Concepts for the Inter-Foundation Games-II (ignore the other one) (http://boards1.wizards.com/showthread.php?t=371737) 2. PC Concepts-II (ignore the other one) (http://boards1.wizards.com/showthread.php?t=371732) 3. Frameworks for Overarching Rules (http://boards1.wizards.com/showthread.php?t=371740) 4. Black Operations (http://boards1.wizards.com/showthread.php?t=371743) 5. Newcomers, Recruits and Managing Level Variation (http://boards1.wizards.com/showthread.php?t=371744) 6. Roles, Hierarchies and In-Game Promotion Opportunities (http://boards1.wizards.com/showthread.php?t=371747) 7. In-Game Rewards and Penalties (http://boards1.wizards.com/showthread.php?t=371748) My apologies for the error in the Portals thread (that meant I had to close Ver1 of it) and for the second thread, I closed (I couldn't edit polls, after they're cut). I'll see if I can get the URLs and post them here. regards stav |
| BronzeBeard01-30-05, 11:19 AM | What's the problem with Sil that he must cut everything? |
| The Vorpal Tribble01-30-05, 06:25 PM | Beneath the slithering sands waits the Tangrill... (http://boards1.wizards.com/showthread.php?t=371968) |
| Cazic01-30-05, 09:38 PM | This is another class I invented recently. (http://boards1.wizards.com/showthread.php?p=5337134#post5337134) ----------------------------- Throughout the ages golems and constructs have been considered among the most deadly of all weapons. In those ages there are those who have had extraordinary skill in the forging of constructs. These individuals have been prized and coveted for centuries, but there are those who are not under the control of those who would hide them away and keep their skill from truly flourishing. These free beings have since been able to advance their skill far beyond that of any other golem forger and have through these ages have been able to master arcane arts to increase their power. These beings live in the shadows of society and have only come into the light of public for reasons their own. Puppet Master Alignment: Any nonlawful and nonchaotic Hit Die: d4 Class Skills The Puppet Masters class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Knowledge (Arcana ) (Int), Knowledge (Architecture and engineering ) (Int), Knowledge (The planes ) (Int), Craft (Int), Perform (Cha), Profession (Wis) Skill Points at 1st Level: (2+ Int modifier) x4. Skill Points at Each Additional Level: 2 + Int modifier Table: The Puppet Master Level BAB Fort Ref Will Special 1st +0 +0 +0 +2 Puppet Familiars (Small) 2nd +1 +0 +0 +3 3rd +1 +1 +1 +3 Puppet Familiars(Animal) 4th +2 +1 +1 +4 Bonus Feat 5th +2 +1 +1 +4 6th +3 +2 +2 +5 Puppet Familiars(Humanoid) 7th +3 +2 +2 +5 8th +4 +2 +2 +6 Bonus Feat 9th +4 +3 +3 +6 Puppet Familiars(Monstrous humanoid) 10th +5 +3 +3 +7 Puppet Familiars (Medium) 11th +5 +3 +3 +7 12th +6/+1 +4 +4 +8 Puppet Familiars(plant), Bonus Feat 13th +6/+1 +4 +4 +8 Camouflage 14th +7/+2 +4 +4 +9 Puppets Mask 15th +7/+2 +5 +5 +9 Puppet Familiars(Monster) 16th +8/+3 +5 +5 +10 Bonus Feat 17th +8/+3 +5 +5 +10 Golem Mastery 18th +9/+4 +6 +6 +11 Hide in Plain Sight 19th +9/+4 +6 +6 +11 Puppet Familiars (Large) 20th +10/+5 +6 +6 +12 Puppet Mastery, Bonus Feat Spells per Day 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Level 5 4 1st 6 4 2nd 6 5 3rd 6 6 3 4th 6 6 4 5th 6 6 5 3 6th 6 6 6 4 7th 6 6 6 5 3 8th 6 6 6 6 4 9th 6 6 6 6 5 3 10th 6 6 6 6 6 4 11th 6 6 6 6 6 5 3 12th 6 6 6 6 6 6 4 13th 7 6 6 6 6 6 5 4 14th 7 7 6 6 6 6 6 5 1 15th 7 7 7 6 6 6 6 5 2 16th 7 7 7 7 6 6 6 5 2 1 17th 7 7 7 7 7 6 6 6 3 2 18th 7 7 7 7 7 7 6 6 3 3 19th 7 7 7 7 7 7 7 7 4 4 20th Table: Puppet Master Spells Known Spells Known Level 0 1st 2nd 3rd 4th 5th 6th 7th 1st 5 4 2nd 5 4 3rd 5 4 4th 6 4 1 5th 6 5 2 6th 7 5 2 1 7th 7 5 3 2 8th 8 5 3 2 1 9th 8 5 4 3 2 10th 9 5 4 3 2 1 11th 9 5 5 4 3 2 12th 9 5 5 4 3 2 1 13th 9 6 5 4 4 3 2 14th 9 6 5 5 4 3 2 1 15th 9 6 5 5 5 4 3 2 16th 9 6 5 5 5 5 4 3 17th 9 6 5 5 5 5 4 4 18th 9 6 6 5 5 5 5 5 19th 9 6 6 6 5 5 5 5 20th 9 6 6 6 6 6 6 6 Class Features All of the following are class features of the Puppet Master. Weapon and Armor Proficiency: Puppet Masters are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff. Puppet Masters are proficient with light armor, but are not proficient with shields. Spells: A Puppet Master casts arcane spells which are drawn primarily from the sorcerer/wizard spell list, but the Puppet Master can not use spells from the Abjuration school. He/She can cast any spell he/she knows without preparing it ahead of time, the way a wizard or a cleric must. To learn or cast a spell, a Puppet Master must have a Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Puppet Masters spell is 10 + the spell level + the Puppet Masters Intelligence modifier. Like other spellcasters, a Puppet Master can cast only a certain number of spells of each spell level per day. His/Her base daily spell allotment is given on Table: The Puppet Master. A Puppet Masters selection of spells is extremely limited. A Puppet Master begins play knowing five 0-level spells and three 1st-level spells of your choice. At each new Puppet Master level, he/she gains one or more new spells, as indicated on Table: Puppet Master Spells Known. These new spells can be common spells chosen from the sorcerer/wizard spell list(but not from the Abjuration school), or they can be unusual spells that the Puppet Master has gained some understanding of by study. The Puppet Master cant use this method of spell acquisition to learn spells at a faster rate, however. Upon reaching 4th level, and at every even-numbered Puppet Master level after that (6th, 8th, and so on), a Puppet Master can choose to learn a new spell in place of one he/she already knows. In effect, the Puppet Master loses the old spell in exchange for the new one. The new spells level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Puppet Master spell the Puppet Master can cast. A Puppet Master may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he/she gains new spells known for the level. Unlike a wizard or a cleric, a Puppet Master need not prepare his/her spells in advance. He/She can cast any spell he/she knows at any time, assuming he/she has not yet used up his/her spells per day for that spell level. He/She does not have to decide ahead of time which spells hell/shell cast. Puppet Familiars: A Puppet Master may begin play with a Puppet Familiar modeled after any race or creature, but the construct must be of small size. At level 3 a Puppet Master gains the ability to forge Puppet Familiars of the animal type, but the forged familiars must coincide with all Puppet Familiar size restrictions. At level 6 a Puppet Master gains the ability to forge Puppet Familiars of the Humanoid type, but the forged familiars must coincide with all Puppet Familiar size restrictions. At 9th level a Puppet Master gains the ability to forge Puppet Familiars of the Monstrous Humanoid type, but the forged familiars must coincide with all Puppet Familiar size restrictions. At level 10 a Puppet Master gains the ability to forge Puppet Familiars of the Medium size, but the forged familiars must coincide with all Puppet Familiar race restrictions. At level 12 a Puppet master gains the ability to forge Puppet Familiars of the plant type, the race of plant need not be a plant creature. It may be a tree, a bush, a Treant, or any other type of plant, but the forged familiar must coincide with all Puppet Familiar size restrictions. At level 15 a Puppet master gains the ability to forge a Puppet Familiars of the monster type, but the forged familiars must coincide with all Puppet Familiar size restrictions. At level 19 a Puppet Master gains the ability to forge Puppet Familiars of the large size, but the forged familiars must coincide with all Puppet Familiar race restrictions. All Puppet Familiars have the same template as the race they are modeled after, but alterations must be made for size changes (if any), the race is changed to Construct (and any changes resulting from this must be made), any spell-like abilities and/or other special qualities that are not physical qualities that the modeled race has the construct doesnt have these abilities when forged. Puppet Masters can have a maximum of five Puppet Familiars, but a Puppet Master can only have up to two Large Puppet Familiars, three Medium Puppet Familiars, or four Small Puppet Familiars. The Puppet Master decides how to split up these numbers, but can have at most five Puppet Familiars (as indicated above). If a Puppet Familiar is destroyed or otherwise no longer under the control of the Puppet Master then the Puppet Master may forge a new familiar. The forging will have to be done by the Puppet Master and will take up the same amount of time as the same type of Golem would take to be forged plus one hour of uninterrupted meditation, in which the Puppet Master links himself/herself to the familiar. Puppet Masters are able to cast their spells through their familiars and once cast the spell(s) will emanate from the familiar, not the Puppet Master. Puppet Masters can have more than the indiated five construcs under his/her control, but only a maximam of five of these constructs can be Puppet Familiars. Camouflage (Ex): A Puppet Master of 13th level or higher can use the Hide skill in any sort of terrain, even if the terrain doesnt grant cover or concealment. Puppets Mask: At 14th level, a Puppet Master gains the ability to change his/her appearance at will, as if using the alter self spell. Golem Mastery: A Puppet Master of 17th level or higher gain a +3 in all skill checks in association with forging constructs and altering constructs. Hide in Plain Sight (Ex): While in any sort of terrain, a Puppet Master of 18th level or higher can use the Hide skill even while being observed. Bonus Feats: At 4th, 8th, 12th, 16th, and 20th level a Puppet Master gains a bonus feat. At each such opportunity, he/she can choose a metamagic feat, an item creation feat, or Spell Mastery. The Puppet Master must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The Puppet Master is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats. Puppet Mastery: At 20th level the Puppet Master becomes more construct like in appearance. The Puppet Masters skin becomes metallic, his/her eyes and hair becomes crystalline in appearance. The Puppet Master gets a +2 Dex, +2 Con, -2 Char, +2 natural armor, gains Light Fortification and is considered a Living Construct with the Puppet Masters original race as a sub type. Aswell if the Puppet Master had any natural weapons, such as claws, fangs, and the such, then the Puppet Master gains a +2 to those natural weapons. |
| Cazic01-30-05, 11:02 PM | Hey I just realized something and am surprised I didn't notice it before. The Puppet Masters, they are basicly a Wizard that is good with construcs. They have baicly no phsical power just spells and their Puppet Familiar. Well they dont have to many spells so I was thinking that mabye I should alter their spell list so the is drawn from the Wizard spell list, but only from the illusion school. So that way they have more power since new spells are coming out all the time. Since a lvl 1 Puppet Master has 5 lvl 0 spell slots and only one spell to choose and such. If you look at the spell list there really isnt much there. Its really the smallest spell list I have EVER seen. So do you all think I should alter the spell list as such? :confused: |
| BronzeBeard01-31-05, 05:54 PM | If I could use the search... Once it gets online again I'll link you to a thread talking about how to double check classes ideas. |
| Fuzzy Logic Inc.01-31-05, 08:13 PM | *strolls in hands in pockets* Well, I'm back... again. Finally got my school and work schedules worked into something I can deal with. Looks like you guys have been busy. Watch out for a couple PrCs that I've come up with: Dimension Warrior (the working name for my mage-warrior that uses a lot of dimension doors and teleport; think Nightcrawler from the X-Men comics). Warrior Poet (a -GASP!- bard class that gives up some bardic abilities for some more combat oriented stuff). Keepers of the Signs (6 PrCs based off special runes that give them their powers; inspired by the Illumians from the Races of Destiny). Anyway... watch out... |
| Cazic02-01-05, 08:02 PM | Ok after much thought I have decided to allow the hole Wizard list, but Abjur. for my Puppet Master Class, this takes away the few defence spells. What do you all think? |
| Cazic02-01-05, 08:05 PM | *strolls in hands in pockets* Well, I'm back... again. Finally got my school and work schedules worked into something I can deal with. Looks like you guys have been busy. Watch out for a couple PrCs that I've come up with: Dimension Warrior (the working name for my mage-warrior that uses a lot of dimension doors and teleport; think Nightcrawler from the X-Men comics). Warrior Poet (a -GASP!- bard class that gives up some bardic abilities for some more combat oriented stuff). Keepers of the Signs (6 PrCs based off special runes that give them their powers; inspired by the Illumians from the Races of Destiny). Anyway... watch out... I like what I am hearing about those classes. They sound nice and once you have the "Keepers of the Signs" taken care of I want to see since the Illumians are a awsome race. :) |
| Fuzzy Logic Inc.02-02-05, 01:21 AM | I like what I am hearing about those classes. They sound nice and once you have the "Keepers of the Signs" taken care of I want to see since the Illumians are a awsome race. Ah, and I've stumbled upon a problem with the Keepers of the Sign already. Should I: 1. Make the classes specific to the Illumians, as in each Sigil is their own class (Keeper of Vaul) and key them off the specific abilities of the Sigil. I could do this pretty sneakily and tie their workings into the cabals and, maybe, add in a 7th class (for Illumians who forsake their sigil *cue mysterious music*). OR 2. Make up absolutely everything about them from scratch? Made up signs and marks and abilities (offers a pretty good diversity of PrCs since I can key them off a wider ranged of core classes; this way, wizards and sorcerors don't get the majority of PrCs out of it). I'd like to hear a couple votes on this, and I'll get working on a skeleton of the classes before I make a final decision. If everything goes as planned, expect to see the first one in about a week. |
| Cazic02-02-05, 09:48 PM | Ah, and I've stumbled upon a problem with the Keepers of the Sign already. Should I: 1. Make the classes specific to the Illumians, as in each Sigil is their own class (Keeper of Vaul) and key them off the specific abilities of the Sigil. I could do this pretty sneakily and tie their workings into the cabals and, maybe, add in a 7th class (for Illumians who forsake their sigil *cue mysterious music*). OR 2. Make up absolutely everything about them from scratch? Made up signs and marks and abilities (offers a pretty good diversity of PrCs since I can key them off a wider ranged of core classes; this way, wizards and sorcerors don't get the majority of PrCs out of it). I'd like to hear a couple votes on this, and I'll get working on a skeleton of the classes before I make a final decision. If everything goes as planned, expect to see the first one in about a week. Keepers of the Sign seems more like Illumian class than any thing else, but i could see it working either way. You could still "key them off a wider ranged of core classes" it would just be illumians who get to use. :cool: |
| BronzeBeard02-05-05, 03:26 AM | I'm sorry for this ugly double post but people, please - help me with this |
| king_of_evil00702-05-05, 09:55 PM | I have no idea what an Illumian is, so I realy can't help TOO much with the Keeper of the Signs. KB: . . . . . Cool. :D -KoE (sorry, been a bit busy, hence my ghetto replies) |
| Cazic02-06-05, 06:29 PM | I have no idea what an Illumian is, so I realy can't help TOO much with the Keeper of the Signs. KB: . . . . . Cool. :D -KoE (sorry, been a bit busy, hence my ghetto replies) illumians are from Races of Destiny. They were once human and still lokk human if you ignore the arcane sympols floating around their heads. They are more magicly inclined than normal Humans. |
| The Vorpal Tribble02-09-05, 02:42 AM | "Sweet dreams little one..." Dream Guard (http://boards1.wizards.com/showpost.php?p=5413667&postcount=19) -- P.S. Illumians are about the dumbest race I've seen in a long, looong time. The concept is just :pbbbtt: |
| The Vorpal Tribble02-10-05, 12:37 AM | And also, the grazers of the battlefield: Bahramsu (http://boards1.wizards.com/showthread.php?t=377672) |
| Cazic02-14-05, 06:39 PM | "Sweet dreams little one..." Dream Guard (http://boards1.wizards.com/showpost.php?p=5413667&postcount=19) -- P.S. Illumians are about the dumbest race I've seen in a long, looong time. The concept is just :pbbbtt: Hey! I like te Illumians. They have a new concept I have never heard of and it is always good to have new stuff to work with and pull ideas from. |
| Cazic02-16-05, 09:14 AM | And from the Darkness we emerge. (http://boards1.wizards.com/showthread.php?p=5458134#post5458134) |
| The Vorpal Tribble02-16-05, 07:48 PM | What new concept is that? -- Three new critters: Swampland oddity, the Gglupagug (http://boards1.wizards.com/showthread.php?t=381057) Woodland dragonette, the Barkstrone (http://boards1.wizards.com/showpost.php?p=5462339&postcount=11) and the Scents of Earth (http://boards1.wizards.com/showthread.php?t=380501) |
| Cazic02-18-05, 04:02 PM | A new PrC Forger of Nations (http://boards1.wizards.com/showthread.php?p=5477368#post5477368) |
| Cazic02-21-05, 12:55 AM | A Prc I made, but it died and has come back to life. We have returned. (http://boards1.wizards.com/showthread.php?p=5494051#post5494051) |
| Cazic02-21-05, 04:52 AM | Clowns have come to DnD. (http://boards1.wizards.com/showthread.php?p=5494862#post5494862) :D |
| The Vorpal Tribble02-22-05, 07:02 PM | When the gods dream... Disciple of M'tu (http://boards1.wizards.com/showpost.php?p=5508128&postcount=37) |
| king_of_evil00702-23-05, 07:56 PM | Hm . . I can't believe I forgot to announce this. The Beacon of Altoma has been finished, some time ago, actually. Take a look. |
| Cazic02-23-05, 08:31 PM | From the look of most of the resent posts Vorpal and I make the most and we take different paths of creating. he makes people and I make classes. :cool: Now all we need it someone who makes items. :D |
| Cazic02-24-05, 08:55 AM | New PrC Mist Former (http://boards1.wizards.com/showthread.php?p=5519455#post5519455) |
| Cazic02-26-05, 09:30 PM | New Prc Immortal (http://boards1.wizards.com/showthread.php?p=5541463#post5541463) |
| Dyne02-26-05, 10:12 PM | I just might join this foundation. I've been seeing some rather interesting stuff coming from here, and this seems to be about the only foundation that hasn't shifted all of its energy toward the IFWG. |
| king_of_evil00702-26-05, 11:56 PM | Yeah, the IWFG has never been a priority here. It's been mentioned a few times, but in the end, most of the people here seem just to enjoy the actual creation of stuff, not the roleplaying that goes along with it. Well, you're most definitely welcome here. I'm thinking of basing a new PrC on the character John Constantine. I just saw that movie today, and that was just cool. Interestingly enough, for thsoe that have seen the movie, and have read my Beacon of Altoma, That part when he uses that light power to wipe out those flying demons is exactly what The Light of the Eight Generals was meant to look like (sans charging time). I just love the image of some guy raising his hand and this white light obliterating something. This works out really well, actually. Of course, I'd have to put my own spin on the class. Not just exorcism, and I don't want to tie the class directly to Constantine. I've been thinking of redoing the Paladin as a PrC for my campaign setting, forgetting some stuff that doesn't fit my game (Remove Disease, spells), and this inspiration really gives me some nice ideas. I'm considering a "Light of Pelador" (PrC name). Medium BAB, maybe full (with some penalties to other stuff). The 'Light of Pelador" would be more like a Fireball effect centered on the Light of Pelador, or perhaps a cone would be more fitting. Either way, divine damage, perhaps equal to 1d6/class level. Bless Weapon as a spell-like ability, and he can also "Create Hallowed Weapons". It allows him to take any magic weapon and add the Holy effect, and then changes the base damage to positive damage as well (in other words, it would be twice as effective against undead, but still effective against humans normally. Positive undead (undying) would instead be healed). Smite Evil definitely. The ability to exorcise (not just ghosts and spirits, but also remove any mind-affecting things ailing the person) is also a definite must. In other words, I'm looking to create an actual holy crusader, not a glorified Fighter with some spells. ANd I'm making my code of conduct actually viable for a holy crusader. More to come. -KoE |
| king_of_evil00702-27-05, 01:12 AM | [center]The Light of Pelador "You are a weapon. We aim you, and you fire. What is in your way will be destroyed. You will not think, you will act. You are heaven's ballista, it's strike force. You are a Light of Pelador."-Pelador The Light of Pelador is a weapon, simply put. While Pelador is good, this person does not need to. He simply must fight for good with all his heart. When demons attack the Material Plane, or even the Bastion of Light (Pelador's home plane), he calls upon his strike force to take care of the problem. Each Light of Pelador was handpicked by Pelador himself, from submissions given to him by his highest priests. When not doing work for the church, most Lights of Pelador wanders the world, fighting evil in other places, lesser evils. Some relax. Some hone their skills. But when Pelador calls, they always heed his call, to fight evil. The Light of Pelador embraces "for the greater good". While they believe in the core concepts of good, many of them have no problems with torturing, lying, assassinations, etc, as long as it's for the greater good. If a demon grabs a hostage and laughs, the Light laughs right back, before annihilating the demon. That does not mean the Light of Pelador doesn't often perform good acts. Most wander the world, eradicating evil, exorcising them from victims and stopping their plans. What it does mean is that the Light of Pelador is a holy warrior, a crusader, and a weapon. Nothing more. Prerequisites Deity: Pelador (NG god of the sun, use Pelor for your campaign if suitable) BAB: +8 Skills: Craft [Weaponsmithing] 10 ranks, Knowledge [Religion] 8 ranks Feats: At least two feats from the Fighter's bonus feat list (although they can be gained in any way) Game Rule Information HD: d10 Class Skills: The class skills for the Light of Pelador (and the key ability) are Climb (Str), Craft (Int), Jump (Str), Knowledge [Monster Lore, Religion] (Int), Swim (Str). Progression LVL BAB Fort Ref Will Special 1 +1 +0 +0 +2 Code of Conduct, Crusader of Heaven 2 +2 +0 +0 +3 Smite 1/day, Light of the Seeker 3 +3 +1 +1 +3 Fearless Crusader 4 +4 +1 +1 +4 Hallow Weapon 5 +5 +1 +1 +4 Smite 2/day, Light of the Crusader 6 +6 +2 +2 +5 Exorcise 1/day 7 +7 +2 +2 +5 x 8 +8 +2 +2 +6 Smite 3/day, Exorcise 2/day 9 +9 +3 +3 +6 Legendary Crusader 10 +10 +3 +3 +7 Exorcise 3/day Weapons & Armor: The Light of Pelador is proficient with all simple and martial weapons. He is also proficient with all armor, and all shields. Positive Damage: Positive damage is a special kind of damage. It is very similar to the divine damage seen in spells such as Flame Strike, however this damage is good in nature. This damage deals normal damage against most creatures, but it is doubled against undead, evil outsiders, or any creature that is otherwise weak to positive energy (evil outsiders are the exception - while not necessarily vulnerable to positive energy, they still take double damage). Undying creatures (undead animated with positive energy) are healed. Code of Conduct: The Light of Pelador must adhere to a strict Code of Conduct, although he may find it is less restricting than that of a Paladin. His purpose in life is to be a weapon - he must accept orders from his superiors and follow them to the best of his capability. He can act independantly from them, but their orders must take priority over his own plans. His mission is not to eradicate all evil - just the true evil that hurts others. Murderers, rapists, and true evil people fall into this category, not the overcharging innkeeper. Evil outsiders and undead are also his sworn enemies. He must do his best to combat evil intelligently. He is given discretion - he can hide, lie, and use other 'dishonorable' tactics if he believes he must in order to win, and retreating is an option. Furthermore, the unnecessary loss of life or evil methods, while is not advised, is not the very end. If the Light of Pelador must kill an innocent civilian being held hostage in order to eradicate a powerful demon, so be it. If he must torture a demon for information, he must. The Light of Pelador has no requirement to be good - some of heaven's most dangerous weapons were evil in nature. THese people believed in the core concepts of good (self sacrifice, etc), but had no problems torturing others, killing the hostage, lying, using poison, theft, or other evil stuff, if it's for the greater good. As long as the Light of Pelador is honestly working for the greater good (DM's discretion), he remains in the good graces of his god, and can continue to receive Cleric spells (if he already got them), even is his alignment is incompatible with Pelador. Crusader Of Heaven (Ex): The Light of Pelador is no priest, nor protector of the weak. He is the strike force, sent by heaven to deal mighty blows to the forces of hell. The Light of Pelador receives a +2 morale bonus to attack and damage when fighting evil outsiders and undead. Furthermore, while many Holy weapons cause problems for people of nongood alignments, any Light of Pelador can use a weapon with a Holy special ability, or some simialr good enchantment without penalty, as if he was good. Smite (Su): The Light of Pelador can infuse his attacks with power. He can use this ability according to the table. His standard attack deals extra damage equal to his class level. Light of the Seeker (Sp): The Light of Pelador must light his path through the darkness. He can use Daylight as a spell-like ability twice per day. Fearless Crusader (Ex): The Light of Pelador will not be scared by his foes. He becomes immune to fear effects. Hallow Weapon (Su): The Light of Pelador can modify weapons to fill them with holy energy. Hallowing a weapon requires etching holy symbols and runes into weapons, as well as some varying alchemical and magical devices. While this ability covers all the magical aspects of the creation process, the Light of Pelador must still be capable of actually crafting (not enchanting) the weapon he wants to modify (in other words, he needs enough ranks in Craft [Weaponsmithing] so he can make it). To hallow a weapon, the Light of Pelador requires one week of constant work and meditation, and the weapon must be at least a +1 weapon, with no evil enchantments. It costs 20000 gp, plus however much gp would be required to add a +2 market price enchantment to the weapon. The weapon gains and Holy special ability (if it did not already have it), and in addition, it's base damage (any damage that would be multiplied on a critical hit) becomes positive damage. A hallowed weapon appears visually different - often gilded with gold, shiny, and covered with holy decorations. It also visibly glows, and fires glowing ammunition (if it is a ranged weapon). Light of the Crusader (Su): The Light of Pelador can channel a holy light to defeat demons. The Light of Pelador can use this ability according to the table. The Light of the Crusader is a 30 foot long cone of light (that can point in any direction, but must originate from the Light of Pelador) that deals damage to all in it's way. The damage is 1d6 positive damage per class level. Creatures can make a Reflex save (DC= 15 + charisma mod) for half damage. Exorcise (Su): The Light of Pelador's job is to remove demons. If he cannot kill their physical bodies, he can exorcise them. Using Exorcism is a full-round action that provokes attacks of opportunity. The exact use of Exorcism depends on the situation, but in all cases, the Light of Pelador makes an Exorcism check (1d20 + class level + charisma modifier). 1) When using Exorcism on a demon residing in a body or object, the Light of Pelador must touch the body or object. If the possessed body or object is not firmly strapped down, the Light of Pelador receives a -4 penalty to his check. The demon must then make an opposing check (1d20 + number of hit dice + charisma modifier). The demon receives a bonus to his opposing check equal to his Turning Resistance (if any), or a +10 bonus if he is immune to turning. Furthermore, the Light of Pelador must succeed at a number of checks equal to that bonus (not just one) if the demon has that resistance. Note that each check takes a full-round action, although they still only count as 1 total use of Exorcism. If the Light of Pelador succeeds the number of checks, the demon is immediately ejected from his possessed victim and sent back to hell. 2) When using Exorcism to remove ghosts, the Light of Pelador simply makes his check (no need for physical contact), and the ghost demon makes an opposing check if he is within 30 feet, otherwise as above. If the Light of Pelador beats the ghost demon's check(s), the ghost demon is either sent back to hell (if it truly is a demon), becomes a material form (as a ghost can Manifest), or simply has it's Invisibility effect dispelled. 3) Exorcism can also remove any mind affecting spell or ability from a creature. The Light of Pelador's Exorcism check then works exactly like a dispel check. Legendary Crusader (Ex): The Light of Pelador is not just a crusader - he's legendary. Stories of his heroism are told throughout the land - demons fear his name. His morale bonus against evil outsiders and undead increases to +4. Unfinished. I haven't added in a final, more devastating light ability. Thoughts? (Some notes of mine below) There are two related images of Paladins - this character is neither. 1) The Idiotic Good, or Goodinator. This Paladin walks around with his Detect Evil and kills everything he sees, often running to his death rather than standing back. I deliberately did NOT give the LoP Detect Evil, and I'm considering removing Smite Evil (but the concept of a Smite is just too great). He kills demons and undead, not just evil. And he has to kill real evil, murderers and rapists and demon, not the innkeep who overcharges. ANd he is intelligent. If he sees Asmodeus or some pit fiend and he's a level 3 LoP, he's smart enough to know that he'll die before he even draws his weapon. He has no problem using Sneak Attacks (if he had them), attacking evil people in their sleep, etc. If they go away, he's happy, doesn't matter how they go. 2) Married to his Code. This guy spends his hours crying in a corner, wondering what will happen if he kills an orc, if that violates his code or makes him a bad person. A simple hostage has this guy crying, in case something bad happens. If a demon yells for mercy, this guy grants it. If the demon betrays him then asks for mercy again, this guy does it. Because not granting mercy if of course evil. This character would NOT break into a home to take a long-forgotten holy artifact, even if the world would be destroyed in five minutes without it, because breaking into a home is bad. Lying? OH NO BAD! The LoP is most certainly not this. If this character decides (or is told) that something needs exterminating, he does it. Mercy? That's in the afterlife. He has no problem using one of his abilities to kill a demon, and if he is holding a hostage, then boo hoo. This guy would lie to nearly anybody if he had to. As the description says, this guy is a weapon. He fights well, he doesn't have to act like an idiot, and if something is in his way, it gets blown aside as well. This character is capable of torture, killing civilians if he has to, and doing things that would make Paladins cry and twitch. In fact, the LoP is not even necessarily good. |
| king_of_evil00702-27-05, 11:41 AM | Meh, here it is. Light of Pelador. Kinda felt like putting it out on the market. It's really cool, but I dunno if I want to make it an Eight General with the Becaon of Altoma up there. I think I will, but I haven't crafted enough history for it yet, so it's not officailly one just yet. -KoE |
| Dyne02-27-05, 11:56 AM | Very cool, KoE. I'm certain people have been looking for a grittier holy crusader than the paladin for quite some time. I've been thinking of creating a new type of feat called Madness Feats, which basically power a creature by his insanity. Crazy creatures are much more reckless, so they are as well more dangerous. I'll post it up as soon as I can work something out. In the meantime, here are a few things I came up with a while back: |
| Dyne02-27-05, 12:00 PM | Dimensional Barrier (by Dyne) Abjuration Level: Sor/Wis 9 Components: V,S Casting Time: 10 minutes +1 round per 5 ft. Range: Point where spellcaster is standing Area: (400 ft. +40 ft./level) radius Duration: Permanent Saving Throw: None Spell Resistance: Yes Functions like dimensional lock, except area covered is larger and effect is permanent. The area affected by the spell has a fadius equal to 400 ft. +40 ft./level of the spellcaster, with the area centered on the point where the spellcaster is standing. When casting, you weave a tracery of faintly glowing lines around the area to be affected by the spell, similar to a glyph of warding. When the spell is completed, the tracery becomes nearly invisible. When completed, the tracery acts as a barrier against extradimensional travel. Forms of movement barred include astral projection, blink, dimension door, ehtereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, teleport without error, vanish, teleportation circle, or any similar spells, abilities, or psionics. |
| Dyne02-27-05, 12:02 PM | Imitate Voice (by Dyne) Illusion (Glamer) Level: Sor/Wiz 1 Components: V,S,M Casting Time: 1 standard action. Range: Personal Duration: 10 min/level Saving Throw: Will (disbelief) This spell changes your voice to match that of another. Your voice can imitate a particular person or a certain type of creature. When you cast the spell, you choose what creature to imitate. To imitate a creature's voice, you must have heard the creature speak before (and you know the aspects of its voice well, since the imitated voice comes from your memory). You can still speak only languages that you already know. This spell can be used to imitate any creature's vocal sounds, whether they are actually speech or not (such as imitating a lion's roar). If you use this spell for a disguise, you get a bonus on your disguise check equal to your Intelligence modifier. |
| Dyne02-27-05, 12:03 PM | Spell Absorbtion, Minor (by Dyne) Abjuration Level: Sor/Wiz 6 Components: V,S,M Casting Time: 1 standard action Range: 10 ft. Area: 10-ft.-radius spherical emanation, centered on you Duration: 1 round/level Saving Throw: None Spell Resistance: No An immobile, faintly shimmering magical sphere surrounds you and absorbs all spell effects up to 3rd level. The absorbed spells grant you additional spell slots equal to their spell level. The new spell slots can be used by Sorcerers to cast spells (just as the spell slots granted by class), or they can be used by Wizards to retain a spell they just cast (similar to the effects of Mnemonic Enhancer). EXAMPLE: A 12th level Sorcerer (6 0-level spell slots, 6 1st-level spell slots, 6 2nd-level spell slots, 6 3rd-level spell slots, 6 4th-level spell slots, 5 5th-level spell slots, 3 6th-level spell slots) casts Minor Spell Absorbtion. He then has a Fireball (level 3 spell) cast at him. Because of the Minor Spell Absorbtion, the Fireball is negated, and he gains a 3rd-level spell slot, which he can use to cast a spell. EXAMPLE: A 11th level Wizard casts Minor Spell Absorbtion. He then hasd a Fireball (level 3 spell) cast at him. Because of the Minor Spell Absorbtion, the Fireball is negated, and he gains 3 charges. He can now cast a 3rd-level spell (like Fireball) without losing the prepared spell, he can cast a 2nd-level spell and a 1st-level spell without losing the prepared spells, or he can cast 3 1st-level spells without losing the prepared spells. The area or effect of any such spells do not include the area of the sphere. Such spells fail to affect any target located within the sphere. This includes spell-like abilities and spell or spell-like effects from devices. However, any type of spell can be cast through or out of the magical sphere. Spells of 4th level or higher are not affected by the sphere. The sphere can be brought down by a targeted dispel magic spell, but not by an area dispel magic. You can leave and return to the sphere without penalty. |
| Dyne02-27-05, 12:03 PM | Spell Absorbtion (by Dyne) Abjuration Level: Sor 8 As minor spell absorbtion, except that it absorbs spells up to 5th level. |
| Dyne02-27-05, 12:08 PM | Spells Dimensional Barrier (http://boards1.wizards.com/showpost.php?p=5544804&postcount=297) Imitate Voice (http://boards1.wizards.com/showpost.php?p=5544827&postcount=298) Spell Absorbtion, Minor (http://boards1.wizards.com/showpost.php?p=5544831&postcount=299) Spell Absorbtion (http://boards1.wizards.com/showpost.php?p=5544837&postcount=300) |
| king_of_evil00702-27-05, 04:53 PM | Yeah, I definitely wanted somebody who isn't afraid to get his hands wet. A Paladin migh tbe immune to fear, but he's terrified of his code . . . :D -KoE |
| BronzeBeard03-09-05, 09:00 AM | I didn't know that there is such a thing as a positive undead. |
| king_of_evil00703-09-05, 05:51 PM | Whoa, I thought you were gone! how's it going dude? I've been using positive undead for a while now (good guys want to live forever too :D ), but just recently they were introduced as the Undying in Eberron. They might also be in Libris Mortis or somesuch, I really don't know. |
| Cazic03-14-05, 03:52 AM | New PrC----- Kinsmir (http://boards1.wizards.com/showthread.php?p=5667935#post5667935)--Vampire Lycanthrope Hybid. |
| Cazic03-16-05, 12:28 AM | "We return from the breank once more!" (http://boards1.wizards.com/showthread.php?p=5510083#post5510083) |
| The Vorpal Tribble03-16-05, 02:50 AM | Heres a new PrC of mine that I'd love to have balanced out: The Ever Rising (http://boards1.wizards.com/showthread.php?p=5685240#post5685240) |
| BronzeBeard03-16-05, 11:20 AM | Whoa, I thought you were gone! how's it going dude? I've been using positive undead for a while now (good guys want to live forever too :D ), but just recently they were introduced as the Undying in Eberron. They might also be in Libris Mortis or somesuch, I really don't know. I finished my, I think you say, early rooky boot camp and now I'm on a another training that will take about 2 months. While so, I'll jump home at a regular basis but it may change. Have you checked the MOFM? |
| Jharviss03-16-05, 10:22 PM | Here's a small one I made for a friend of mine... help me make sure its balanced. Thanks. Venom Fist (http://boards1.wizards.com/showthread.php?t=396332) |
| Dyne03-16-05, 10:28 PM | I finished my, I think you say, early rooky boot camp and now I'm on a another training that will take about 2 months. While so, I'll jump home at a regular basis but it may change. Have you checked the MOFM? Pardon, but, what's the MOFM? |
| Cazic03-17-05, 12:25 AM | Pardon, but, what's the MOFM? Here it is. (http://boards1.wizards.com/showthread.php?t=371716) |
| Dyne03-17-05, 12:43 AM | But what does MOFM stand for? |
| Cazic03-17-05, 12:53 PM | No idea. But please contribut to the project. |
| BronzeBeard03-17-05, 09:13 PM | I think that the original idea was massive online something, but it could also be interpritated as: More Options For Me or Milky Orbit wayFare Mess and the like. But please, do contribue. |
| Dyne03-17-05, 09:39 PM | Milky what? Nevermind, don't matter. I might pop in from time to time. |
| Cazic04-03-05, 09:52 PM | New PrC----- Ocean Weaver (http://boards1.wizards.com/showthread.php?p=5852424#post5852424) |
| ChaosEvoker04-05-05, 03:42 PM | *apeares wreathed in green fire wearing a pin that says "GMF: The Game Master's Foundation" and looks around with eyes made solely of bright green light nods and shakes his head then disappears in a flash of green fire* The Game Master's Foundation serving you from enworld.org (http://www.enworld.org) |
| Cazic04-10-05, 11:58 AM | You look at the object you just found on the dead Sea Kin. It looks very odd and you wonder why he had it. It is a box about 6 inches think and a foot from side to side and top to bottom. It has what looks like latches on the sides that could hold on to most any surface. You notice a handle on it and you pull. It holds pretty well, but you are able to open it. When you look inside you see two compartments. One is filled with Gunpowder and the other a long fuse that leads to the powder. You realize this is an Undersea Bomb! The Bomb is one foot from side to side and top to bottom. It is six inches thick and has two compartments in it. One is 10 inches long and 12 wide, the other 2 inches long and 12 wide. The larger one holds Gunpowder and the smaller a long fuse. The bomb has four latches on the sides and a water tight lid. It is made of wood. The latches can latch onto most any surface. The Bomb has a water tight lid that keeps the powder dry and the fuse once lit takes three rounds to burn to the bottom and set off the powder. This square gunpowder bomb must be lit before it is used. Lighting the bomb is a standard action. The explosive deals 8d6 fire damage. Those caught within the blast radius can make a Reflex save (DC 20) to take half damage. Blast Range Weapon Cost Damage Radius Increment Weight Undersea Bomb 500 gp 8d6 10 ft. 15 ft. 2 lb. |
| Cazic04-25-05, 11:59 PM | There has been some new spell posted in the HEF. I think these should be posted here and if those who posted them dont want it here then just tell me and I will remove them. Cazic- Sticks and Stones (http://boards1.wizards.com/showpost.php?p=6017967&postcount=5813) Senceless (http://boards1.wizards.com/showpost.php?p=6019349&postcount=5824) Demonfey- Psychosis Storm (http://boards1.wizards.com/showpost.php?p=6028500&postcount=5835) Shotgun (http://boards1.wizards.com/showpost.php?p=6017392&postcount=5812) Sil- Telefireball (http://boards1.wizards.com/showpost.php?p=6011634&postcount=5802) Firesending (http://boards1.wizards.com/showpost.php?p=6011665&postcount=5803) Chain-Disintegration Lightning (http://boards1.wizards.com/showpost.php?p=6013393&postcount=5810) Enervating Magic Missile Hallowed Magic Missile (http://boards1.wizards.com/showpost.php?p=6018483&postcount=5815) Hallowed True Strike (http://boards1.wizards.com/showpost.php?p=6019204&postcount=5819) Hallowed Storm (http://boards1.wizards.com/showpost.php?p=6021360&postcount=5829) Tenzhi- Suggestion Bolt (http://boards1.wizards.com/showpost.php?p=6011824&postcount=5806) Jagggar- Why of Course I'm Powerful (http://boards1.wizards.com/showpost.php?p=6019267&postcount=5821) |
| NightScreamer2004-26-05, 04:06 PM | Hmm.. I should be a member of this Guild... *nods* god this means I must go through the baords and muster up all my posts. The search function doesn't work yet does it? *grumble* Spells Eclipse (http://boards1.wizards.com/showthread.php?t=203479) Forked Lightning (http://boards1.wizards.com/showthread.php?t=183734) Rise Spirit (http://boards1.wizards.com/showthread.php?t=222198) Invoke The Elements (http://boards1.wizards.com/showthread.php?t=247349) Oop's Line of Spells (http://boards1.wizards.com/showthread.php?t=247349) Jorrul's Magic Dice (http://boards1.wizards.com/showthread.php?t=236975) Dualcast (http://boards1.wizards.com/showthread.php?t=236975) Infest (http://boards1.wizards.com/showthread.php?t=216324) Items Gloves of Boulders (http://boards1.wizards.com/showthread.php?t=221512) Mage Cannon (http://boards1.wizards.com/showthread.php?t=206832) Ring of Servitude (http://boards1.wizards.com/showthread.php?t=239750) Cloak of Shadows (http://boards1.wizards.com/showthread.php?t=248807) Manus Umbrus (http://boards1.wizards.com/showthread.php?t=335772) Prestige Classes Arcane Librarian (http://boards1.wizards.com/showthread.php?t=232064) Order of the Compass Chains of PrCs (http://boards1.wizards.com/showthread.php?t=253823) Maddened Blade (http://boards1.wizards.com/showthread.php?t=256963) Bandaged Dead (http://boards1.wizards.com/showthread.php?t=262770) Artifex (http://boards1.wizards.com/showthread.php?t=263657) Mage Weaver (http://boards1.wizards.com/showthread.php?t=316960) Divine Spirit (http://boards1.wizards.com/showthread.php?t=327413) Dragoon (http://boards1.wizards.com/showthread.php?t=334570) Runologist (http://boards1.wizards.com/showthread.php?t=347480) Great Wayfarer (http://boards1.wizards.com/showthread.php?t=351363) World Builder (http://boards1.wizards.com/showthread.php?t=371239) Blastwielder (http://boards1.wizards.com/showthread.php?t=393118) Goblin Mechanic (http://boards1.wizards.com/showthread.php?t=376239) Lumberjack (http://boards1.wizards.com/showthread.php?t=374663) Omniclass (http://boards1.wizards.com/showthread.php?t=377500) Darkside Master (http://boards1.wizards.com/showthread.php?t=381817) Blockade Soldier (http://boards1.wizards.com/showthread.php?t=388951) Mystical Chef (http://boards1.wizards.com/showthread.php?t=170385) Sportsman (http://boards1.wizards.com/showthread.php?t=183673) True Sensei (http://boards1.wizards.com/showthread.php?t=199493) Medicine Man (http://boards1.wizards.com/showthread.php?t=201898) Dragon Trainer (http://boards1.wizards.com/showthread.php?t=206708) Grand Crusher (http://boards1.wizards.com/showthread.php?t=213103) Reincarnate (http://boards1.wizards.com/showthread.php?t=217718) Bio-Engineer (http://boards1.wizards.com/showthread.php?t=181260) Core Classes Shinobi (http://boards1.wizards.com/showthread.php?t=356723) |
| king_of_evil00706-01-05, 06:08 PM | Just got back from a hell of a hiatus, sorry all. I'm not going to explain my absence - it's a long story who's shortened version sounds too much like a plea for sympathy. ANyways, bump. |
| Enterik06-06-05, 11:18 AM | Submission for the Monstrous Branch Enterik, diminuative parasitic ooze (http://boards1.wizards.com/showpost.php?p=6342474&postcount=176) Enterik, parasitized host template (http://boards1.wizards.com/showpost.php?p=6349520&postcount=178) Enterik, Swarm (http://boards1.wizards.com/showpost.php?p=6350074&postcount=179) |
| thasis06-09-05, 10:05 AM | My New Prc's: Philosopher (http://boards.wizards.com/showthread.php?t=443864) , The Bishop (http://boards1.wizards.com/showthread.php?p=6400146#post6400146) |
| Cazic06-15-05, 05:06 PM | :cheer: My Creations:cheer: *The Trickster Core class (http://boards1.wizards.com/showthread.php?t=358903) This is not the Arcane Trickster class. This class puts more in physical, but still has good spell. *The Puppect Master Core Class (http://boards1.wizards.com/showthread.php?p=5337134#post5337134) A kind of Sorccer/Golem maker class. You lose some spells, but gain Puppet familiars. *Shadow Crafter PrC (http://boards1.wizards.com/showthread.php?p=5458134#post5458134) A great Warrior/crafter class with a great use of shadows. *Forger of Nations PrC (http://boards1.wizards.com/showthread.php?p=5477368#post5477368) A powerful Warrior/Diplomate PrC. *Spell Master PrC (http://boards1.wizards.com/showthread.php?p=5510083#post5510083) A Divine-Arcane spell casting class. Still in the works. *Traveling Clown PrC (http://boards1.wizards.com/showthread.php?p=5494862#post5494862) A codey PrC and still in the works. *Mist Former PrC (http://boards1.wizards.com/showthread.php?p=5519455#post5519455) A good classfor creating cover and it has great abilities. *Immortal PrC (http://boards1.wizards.com/showthread.php?t=386081) A PrC based off Highlander. *Watcher PrC (http://boards1.wizards.com/showthread.php?p=5651078#post5651078) A PrC based off Highlander. *Lycanthyr PrC (http://boards1.wizards.com/showthread.php?p=5667903#post5667903) A Vampire-Lycanthrope Hybid class based off a great web comic. *Ocean Weaver PrC (http://boards1.wizards.com/showthread.php?p=5852424#post5852424) A great Water-Druild class. If you are near water and Druild you should give this a look. ------ *Undersea Bomb (http://boards1.wizards.com/showthread.php?p=5911580#post5911580) A bomb used for sinking ships. It is not a depth charge. Still in the works. :lightbulb More to come! :lightbulb |
| thasis06-15-05, 07:19 PM | Hey, check my Sig, lotz of stuff mmmmm. Lotz and lotz of stuff. Check it out please cause I don't have like very many reviews (if any) for most of them. |
| Sssargoth06-15-05, 11:33 PM | I guess I should post this here. My new, possibly unballanced, wierd new Weapons!!! (http://boards1.wizards.com/showthread.php?p=6452112#post6452112) |
| The Vorpal Tribble07-03-05, 12:52 AM | Just check out my 'Creator' page. Got like 30 new critters since last I posted here :cool: |
| The Vorpal Tribble07-06-05, 11:56 AM | If anyone is interested I thought I might mention that I run a monster-making contest every month called the Beastmaster Competition (http://www.planetadnd.com/forums/viewtopic.php?topic=21864&forum=6) over on Planet ADnD. Every month is a new theme, this one being 'Crank Up the Heat!', and we're looking for creatures with a tie to the sun and flame. The winner of the contest gets a sketch or drawing of their beastie by one of our artists, as well as a special title. |
| DolArrah08-10-05, 10:30 PM | My Creations! CLASSES The Chosen (http://boards1.wizards.com/showthread.php?t=426035) The Healer (http://boards1.wizards.com/showthread.php?t=426035) PRESTIGE CLASSES The Abberant Heir (http://boards1.wizards.com/showthread.php?t=383254) The Nightmare Rider (http://boards1.wizards.com/showthread.php?t=362437) MONSTERS AND TEMPLATES The Golem (http://boards1.wizards.com/showthread.php?t=480047) Deathless (http://boards1.wizards.com/showthread.php?t=381097) ADVENTURE Into the Crypts (http://boards1.wizards.com/showthread.php?p=5730921#post5730921) OTHER UNDER FOLLOWED THREADS The Rajahs (http://boards1.wizards.com/showthread.php?t=356791) Rajahs II (http://boards1.wizards.com/showthread.php?p=5780362#post5780362) The Warlock Circle (http://boards1.wizards.com/showthread.php?t=343531) [/CENTER][/sblock] The Warlock Circle II (http://boards1.wizards.com/showthread.php?t=466915) ALSO Children of the Planes guild |
| The Vorpal Tribble08-17-05, 09:18 PM | Need to linkem, Dol ;) -=-=-=-=- Btw, is this orginization getting into any of the Guild Wars stuff? With all the new stuff they've never laid eyes on we could pulverize some folks :evillaugh I have some perfect critters to sick on the psionics foundation and that aberration guild. |
| DolArrah08-17-05, 09:48 PM | I will link them, but the links are also in my signature. I was just organizing them. |
| Lord Welkerfan09-05-05, 11:52 AM | Is the guild still accepting new members? If it is, here are my creations to qualify for the class branch: The Shield Dancer PrC (http://boards1.wizards.com/showthread.php?t=496670) The Divine Sentinel (http://boards1.wizards.com/showthread.php?t=389449) The Gunpowder Specialist (http://boards1.wizards.com/showthread.php?p=5240028#post5240028) |
| The Vorpal Tribble09-23-05, 03:05 PM | Heyas, everyone come and vote for their favorite monster at the UnCon Monster Creation Contest: http://boards1.wizards.com/showthread.php?t=507195 |
| The Vorpal Tribble09-23-05, 10:53 PM | Dunno what class this'd fit under but I've added this to my page... Deities and New Domains Harkatottom (http://boards1.wizards.com/showthread.php?t=479625)(Demi-God) - Sap Domain Lamentea (http://boards1.wizards.com/showthread.php?t=507681)(Lesser God) - Dirge Domain |
| The Vorpal Tribble12-01-05, 10:35 PM | Old threads are about to be killed if they haven't been touched in a month, so I'm giving this a bump. Be sure to bump all the info you want to keep!!! |
| jagggar12-01-05, 10:55 PM | A month? Where'd you hear that number? |
| The Vorpal Tribble12-01-05, 11:32 PM | Whoops, forgot to add this bit... See info on this upcoming 'house cleaning' here: http://boards1.wizards.com/announcement.php?f=339 |
| Demonfey12-01-05, 11:39 PM | Finally, a date! |
| Jharviss12-01-05, 11:57 PM | This deserves to be bumped, in my opinion... and at that, revived. |
| Sssargoth12-11-05, 01:16 AM | My first attempt at creating a race. The Kitsune (http://boards1.wizards.com/showthread.php?p=7973916#post7973916) |
| Jharviss12-20-05, 01:22 AM | Is KoE not around anymore? |
| Sssargoth01-04-06, 04:55 PM | I dont know why Im in a creation mind-set, but here is my most recent creation. The Chibi-Dragon Template (http://boards1.wizards.com/showthread.php?p=8156581#post8156581) |
| Wilds01-04-06, 07:24 PM | Definalty a at least -3 CR and more for - LA. Never increasing in size and loss HD are massive kicks in the butt to any dragon. Good template though. Flavor is nice |
| Sssargoth01-04-06, 08:12 PM | jagggar made me do it. It was fun to make too, but I would like the feedback on that thread. ;) |
| Wilds01-05-06, 08:52 AM | I made a class advancement for the Shadow Dragon using Dragon Magainze as the template to work with. Shadow Dragon Class Advancement (http://boards1.wizards.com/showthread.php?p=8162468#post8162468) |
| The Vorpal Tribble02-08-07, 02:07 PM | My page of all my homebrew stuff is on here so giving it a bump up in case it may be getting old enough to knock off the site. |
| turalisj02-14-07, 07:40 PM | Check my siggy for my to creations. My Right Hand of Destruction needs work, so please help it! |
| Sssargoth02-17-07, 03:08 AM | Orb of life (http://boards1.wizards.com/showthread.php?p=11242960#post11242960) Will somebody please post on it? |