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Rewriting Some Classes
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Koumei
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Joined: 07 Mar 2008
Posts: 12759
Location: South Ausfailia

PostPosted: Tue Oct 11, 2011 11:16 am    Post subject: Rewriting Some Classes Reply with quote Add User to Ignore List

A lot of my classes I'm happy with - Time Mage, Sohei, Witch, War Mage and your mum. But a few I think could do some work, such as:
  • Not being quite as silly (this is not a reduction to zero)
  • Not having too many things clogging up the Special column
  • Being a bit more coherent
  • Changing a few things so that, for instance, Ninjas don't carry pick-axes and scythes

    So here we have The Ninja Mk III:

    The Ninja

    "Nin-nin!"

    Flavour Text Goes Here

    Playing a Ninja: Ninja get to add Int to a lot of things and have Save DCs based on Int, so it benefits them to make it one of their better scores, but not so majorly as for a Wizard. They also benefit from a high Dex, with other ability scores chosen as your style dictates.

    Alignment: Ninja can be loyal to their clan master or masterless brigands, if you think that describes Law or Chaos. They can be murderous assassins or protectors of the people. Ninja can be of any alignment.

    Races: anyone can be a Ninja, though humans and elfs gravitate towards it, as do halflings. There are only a few Mountain Giant Ninja out there, no more than a dozen, tops.

    Starting Money: 4d4*10 GP (100 GP)
    Starting Age: as Rogue
    Hit Die: d6
    Skill Points: 6+Int per hit die
    Class Skills: Appraise (Int), Balance (Dex), Bluff* (Cha), Climb (Str), Diplomancy (Cha), Disable Device (Int), Disguise* (Cha), Escape Artist* (Dex), Forgery* (Int), Gather Information (Cha), Hide* (Dex), Intimidate (Cha), Jump* (Str), Knowledge (Any) (Int), Listen (Wis), Move Silently* (Dex), Perform (Dance/Stage Theatre) (Cha), Profession (Any), Ride (Dex), Search* (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble* (Dex)
    *Select one of these skills upon taking your first Ninja level. The Ninja always has maximum ranks in this skill.


    LevelBABFortRefWillSpecialJutsu PointsAC Bonus
    1+1+0+2+2Armoured in Life, Surprise, Jutsu Use, Too Fast By Half14
    2+2+0+3+3Wall Jump, Ninja'd25
    3+3+1+3+3Invisible, Speed of Thought25
    4+4+1+4+4Dark Stalker, Seductive Gaze36
    5+5+1+4+4Master of Disguise, Mystic Art36
    6+6/+1+2+5+5Double-Jump, Scuttler37
    7+7/+2+2+5+5Anti-Noise Aura47
    8+8/+3+2+6+6Log Trick, Go Ninja Go Ninja Go!48
    9+9/+4+3+6+6Master of Escape, Flying Kick48
    10+10/+5+3+7+7Mystic Art, Close Combat49
    11+11/+6/+6+3+7+7Shadow Arts I: Veils of Shades59
    12+12/+7/+7+4+8+8Too Fast by 3/4510
    13+13/+8/+8+4+8+8Spirit Blade510
    14+14/+9/+9+4+9+9Perfect Disguise511
    15+15/+10/+10+5+9+9Mystic Art, Perpetual Distraction511
    16+16/+11/+11/+11+5+10+10Opportunistic Strike612
    17+17/+12/+12/+12+5+10+10Murder Punch612
    18+18/+13/+13/+13+6+11+11Me First!613
    19+19/+14/+14/+14+6+11+11Shadow Arts II: Nightmare Realm613
    20+20/+15/+15/+15+6+12+12Mystic Art, Fully Too Fast, Clan Master614


    Weapon and Armour Proficiency: the Ninja is proficient with all Simple Weapons, all Martial Weapons, and two Exotic Weapons of the player's choice. The Ninja is not proficient with any armour.

    A Note on Standard Attacks: various abilities require a "Standard Attack" be made. This is a regular attack made as a Standard action.

    Jutsu Use (Su): as he gains levels, the Ninja gains a number of Jutsu Points. With a Free action, these Jutsu Points can be assigned to different things, but once assigned, they are stuck that way until a minute is spent meditating, which reallocates all points to "unspent". Jutsu Points can be allocated to any of the following, adding his Int modifier as an Insight bonus:
  • Attack rolls
  • Damage rolls
  • Saving throws
  • Spell resistance (must possess it already)
  • Fast Healing (must possess it already)
  • Dex-based Skill checks
  • Cha-based skill checks
  • Wis-based skill checks
  • Str-based skill checks
  • Constitution Score
  • All Energy Resistances (must already possess at least one type)
  • Total Damage Reduction (in any instance, after adding various types. If none apply, treat this alone as /-)

    Alternately, a Jutsu Point can be "spent" (unusable until renewed through the minute of meditation) to regain a daily use of a Spell-like Ability gained from the Ninja Class or to re-roll Initiative.

    Armoured In Life (Su): as long as he is not using armour or a shield that he is not proficient with, the Ninja gains a special Armour bonus. This Armour bonus even applies against Touch Attacks and Incorporeal Touch Attacks, and has a value of +4. Every two levels, it increases by +1. If wearing armour he is proficient with, he may add its Enhancement bonus to this.

    If the Ninja has levels of Monk, then Ninja levels count as Monk levels for the purpose of determining the size of the bonus.

    Surprise (Ex): the Ninja is good at taking advantage of unprepared foes. He has the Edge against any enemy who is denied their Dexterity bonus to Armour Class, and once per turn may make an Attack of Opportunity against one such foe just because.

    Too Fast By Half (Ex): the Ninja multiplies his Base Speed by 1.5 whenever he is not using armour or a shield he is not proficient with.

    Wall Jump (Ex): at second level, the Ninja can use his jumping skills to bounce off walls, and to slide down them as well. This prevents him from suffering falling damage when adjacent to a wall, and allows him to halve any Jump DC if he starts the jump adjacent to a wall. If effectively flanked by two adjacent walls, he gains a Climb speed equal to his land speed.

    Ninja'd (Ex): Ninja always seize the initiative at the last moment, before others can react. At second level, if there is no Surprise Round for a given combat, the Ninja gains his own Surprise Round. If there is a Surprise Round, the Ninja automatically is able to act in it. The Ninja can only access this ability if he possesses more levels of Ninja than any other class.

    Invisible (Su): the third level Ninja may become Invisible at will, as per the spell Invisibility.

    Speed of Thought (Ex): the third level Ninja moves so fast he gets speed lines when he runs. He may add his Intelligence bonus to his Initiative, and to all Trip, Bullrush, Disarm and Grapple attempts against foes who are denied their Dexterity bonus to Armour Class.

    Dark Stalker (Ex): at level four, the Ninja can see and hear Incorporeal and Ethereal creatures normally, as if they lacked those traits, so they must make Hide and Move Silently checks if they want to sneak up on him.

    Seductive Gaze (Su): the level four Ninja gains a Gaze attack out to 30' that causes targets who fail a Will Save (Intelligence-based) to become Fascinated until attacked or until they lose sight of the Ninja. By spending a Jutsu Point (making it unavailable until regained through meditation) he can add a Suggestion effect to a creature affected by the Gaze, though they are allowed a separate save against this effect (same DC).

    Master of Disguise (Su): with a DC 15 Disguise check, a fifth-level Ninja can replicate a Disguise Self effect. With a DC 20 Disguise check, he can replicate an Alter Self effect.

    Mystic Art: at level five, and every five levels thereafter, the Ninja gains a special Mystic Art that can be selected from the following list. Some have minimum level requirements:
  • Vital Strike (Ex): once per round, when the Ninja strikes a foe who is denied their Dexterity bonus to Armour Class, the foe must make a Fortitude Save (Intelligence-based) or be Nauseated for 1 round
  • Summon Mist (Sp): each use of this ability requires spending a Jutsu point
  • Hold Monster (Sp): each use of this ability requires spending a Jutsu point. Furthermore, passing the save still results in suffering 5d6 non-lethal damage and taking a -3 penalty to Will saves for 1 round. The Save DC is Intelligence-based.
  • Kagenui (Ex): with a Standard attack, the Ninja forces a successfully hit opponent to attempt a Fort Save (Intelligence-based) or be Anchored in place for 3 rounds.
  • Min Min (Su): with a Standard attack, the Ninja forces a successfully hit opponent to attempt a Will Save (Intelligence-based) or be Confused for 1 minute.
  • Flight (Su): this requires a Jutsu Point be assigned to flying - doing so grants a Fly speed of 30' (Average), +5' per level. Minimum level 10.
  • Not Visible (Su): this requires a Jutsu Point be assigned to not being visible - doing so grants Improved Invisibility that cannot be beaten by True Seeing or See Invisible, only by Invisibility Purge. Minimum level 10.
  • Magic Focus (Su): by spending a Jutsu Point, the Ninja regains a Daily or Hourly use of a Spell-like Ability from any source. Minimum level 10.
  • Tsukigage (Ex): with a Standard attack, the Ninja forces a successfully hit opponent to attempt a Fort Save (Intelligence-based) or be Poisoned (2d6 Con/2d6 Con). Minimum level 10.
  • Hoshikage (Su): with a Standard attack, the Ninja forces a successfully hit opponent to attempt a Fort Save (Intelligence-based) or be Blinded and Cursed (ability score penalty) for 1 minute. Minimum level 10.
  • Devil Ghost Body (Su): a Jutsu point may be assigned to Armour Class, adding the Ninja's Intelligence bonus as an Insight bonus to it. Minimum level 10.
  • Spell Stowaway (Su): any time someone within 30' casts a spell on themselves or on a target within 30' of the Ninja, the Ninja, after attempting to identify the spell, may choose to also be affected by it, spending an Immediate action to do so. Minimum level 15.
  • Secret Bedroom Technique! (Ex): sexual encounters with the Ninja always result in "a pleasant time for all involved", and thus needn't be played out. Additionally, with an hour of preparation (10 minutes with a DC 15 Craft: Alchemy check), he may produce one dose of aphrodisiac/narcotic dust - inhaling or ingesting it results in either a Lullaby, Charm Monster or Good Hope effect (chosen by the Ninja at the time of crafting), with a DC of 10 + half the Ninja's character level + the Ninja's Intelligence modifier. Minimum level 15.
  • Disregard Me (Su): this requires a Jutsu Point be assigned to it, resulting in the Ninja being impossible to detect with Divinations unless he wants to be detected by them, and he never provokes Attacks of Opportunity while benefiting from it. Enemies can't even use readied actions against him. However abilities that allow Attacks of Opportunity to be made even against people who don't provoke, or that force people to provoke, still work. Minimum level 15.
  • Nin Nin (Su): with a Standard attack, the Ninja forces a successfully hit opponent to attempt a Fort Save (Intelligence-based) or fall Asleep for 10 minutes. Minimum level 15.
  • You Can't See Me (Su): this requires a Jutsu Point to be assigned to it. The Ninja may use an Immediate action to cause an attack, spell or effect directed at him to instead target the attacker/originator of the effect. They must continue to use it at full force, with the full bonus they would have used against him, and cannot attempt to redirect the effect or force it to miss or fail. Minimum level 20.
  • Forbidden Technique (Su): by spending a Jutsu Point, the Ninja can use a Full Round action to force a foe within 30' to attempt a Will Save (Intelligence-based). If they pass, they suffer 2d6 negative levels. If they fail, they are instantly annihilated, and can only be brought back by journeying to the plain their soul is sent to and performing a great quest. Minimum level 20.
  • Harem No Jutsu (Su): by spending a Jutsu Point, the Ninja bestows a Hold Monster effect on all targets within 50 feet. The save is Intelligence-based, and those who are held three rounds in a row must make a Fortitude Save (same DC) or die, but die happy. Those who pass the initial save are Stunned for 1 round and suffer 5d6 non-lethal damage. Minimum level 20.
  • Yukkikage (Ex): by spending a Jutsu Point, the Ninja may use one Full Action to get two Full Actions, though these may not further be doubled by this ability. Minimum level 20.

    Double-Jump (Ex): the sixth-level Ninja is able to jump while already in the air. The height and length of any Jump he makes may be doubled, at his choice, and he may turn corners and other such things while jumping.

    Scuttler (Ex): the level six Ninja is great at moving about in all situations. He may move at regular speed while being stealthy, and does not suffer penalties for difficult terrain.

    Anti-Noise Aura (Su): the level seven Ninja is so stealthy that he passes it on to his allies: at will he may radiate a 20' radius Aura of Silence, masking all noises made inside it as though inside a sound-proof dome.

    Log Trick (Su): just when you think you have a Ninja, you actually have a log. The Ninja is behind you. At level eight, the Ninja may Dimension Door up to 30' away with an Immediate action, leaving a Mirror Image behind for 4 rounds (or until interacted with). When the image ends, a log appears in its place. This does not work when wearing armour he is not proficient with.

    Go Ninja Go Ninja Go (Ex): the eighth-level Ninja may make a Full Round action (or a Standard action and a Move action, or two Move actions) and a Swift action in the Surprise round, as opposed to just one Partial action. This does not apply when wearing armour he is not proficient with.

    Master of Escape (Ex): the ninth-level Ninja can never be Pinned down. Any Escape Artist check may be made as a Standard action that does not provoke, and she may make Epic checks at the following DCs: Extremely Tight Space (a chimney, a glass jar, someone's anus) DC 30, Walls of Force DC 40 or Caster Level + 5, whichever is higher. She also gains a +8 bonus to escape a Grapple. None of this applies when wearing armour he is not proficient with.

    Flying Kick (Ex): when flying or jumping, the level nine Ninja may make a special charge attack. He moves in a straight line, up to twice his Movement Speed, and makes one attack roll, applying it against everyone in this line. He gains the charge bonus and penalty still, and anyone successfully hit must pass a Fortitude Save (Intelligence-based) or be Dazed for one round. This ability cannot be used while wearing armour he is not proficient with.

    Close Combat (Ex): at level ten, the Ninja functions just fine when in a Grapple - he can act normally, even moving - even if Pinned - and is not denied his Dexterity bonus to Armour Class. Furthermore, his opponent is denied their Dexterity bonus to Armour Class against his attacks.

    Shadow Arts I: Veils of Shades (Sp): at level eleven, the Ninja gains the following Spell-like abilities: Hallucinatory Terrain once per day, Darkness at will, and Mirror Image a number of times per day equal to his Intelligence bonus (minimum 1).

    Too Fast by 3/4 (Ex): at level twelve, the Ninja becomes even faster. He may make a Move action as an Immediate action, and makes 10' steps of adjustment instead of 5' steps (unless he only wants to move 5'). With a DC 25 Balance check, he can instead make 15' steps of adjustment.

    Spirit Blade (Su): the thirteenth-level Ninja can even cut ghosts. All of his attacks affect Incorporeal and Ethereal creatures as though they lacked those abilities, and ignore Armour and Shield bonuses to Armour Class (but not Natural Armour), as well as all kinds of Damage Reduction.

    Perfect Disguise (Su): at level fourteen, the Ninja can Polymorph himself (100% replacing his character sheet with the entry of whatever he is turning into, except with the ability to change back at will) with a DC 35 Disguise check and ten minutes. True Seeing does not trump this.

    Perpetual Distraction (Ex): people are always distracted when fighting Ninjas. At level fifteen, the Ninja always counts as flanking any enemy he attacks.

    Opportunistic Strike (Ex): at level sixteen, the Ninja is really good at taking advantage of foes who are already hobbled. Falling Prone provokes an Attack of Opportunity against the Ninja, and Prone foes are denied their Dexterity bonus to Armour Class against him.

    Murder Punch (Ex): people die when they are killed. All attacks made by a seventeenth-level Ninja ignore Fast Healing and Regeneration - the damage is just there until healed (naturally or by magic), and is very much real damage. Anyone slain by him can only be brought back by a Wish, Miracle, True Resurrection or great journey to the afterlife and personally defeating the setting's god of death.

    Me First! (Su): at eighteenth level, the Ninja may, after attempting to identify a spell being cast from within 30', use an Immediate action to automatically steal the effects of it from the original target.

    Shadow Arts II: Nightmare Realm (Sp): at level nineteen, the Ninja may cast Nightmare Terrain three times per day. Every round, one target of his choice within the Nightmare Terrain area can be targeted with a Shadow Well effect (Intelligence-based).

    Clan Master (Ex): at level twenty, the Ninja becomes Ageless and Immortal. He needn't eat, drink or sleep, and will never die of old age, appearing to eternally be in the prime of his youth. Bonuses and penalties from age no longer apply, and never will apply.

    Fully Too Fast (Su): the twentieth-level Ninja's speed improves from one and a half times the base speed to double the base speed. Additionally, he may Teleport at will, that's how fast he moves.
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    Last edited by Koumei on Thu Oct 27, 2011 9:05 am; edited 3 times in total
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    Mauver
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    PostPosted: Tue Oct 11, 2011 12:05 pm    Post subject: Reply with quote Add User to Ignore List

    This should replace the version that's in the current PDF post-haste; the main problem that I have always had with the other Koumei Ninja has been, well, that it's less a "Ninja" and more "Koumei's Ninja". Which is to say, not really what most people think of when they think of a "Ninja". This one is better in that way by a fair margin.
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    Koumei
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    PostPosted: Tue Oct 11, 2011 12:47 pm    Post subject: Reply with quote Add User to Ignore List

    Yeah, the main reasons for deciding to do so were "This is a little bit of every ninja idea ever" and "Ninjas carry scythes". So a few changes, a lot of retyping, and here we are - but with options (in the form of Mystic Arts) to be a Sex Ninja or a Disgaea Ninja or a Real Ultimate Power Ninja or whatever. Hell, I might put in some feats or something later that allows for a Mortal Kombat Ninja or whatever.

    Next will be the Swashbuckler - slightly less random crap based on pirate clothing and magical abilities, more of a streamlined class designed to stop enemies from moving and then hurt them more for failing to attack her.
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    Josh_Kablack
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    PostPosted: Tue Oct 11, 2011 5:11 pm    Post subject: Reply with quote Add User to Ignore List

    Flavor Text Suggestion: Ancient stoic black-clad masters of stealth who deny even the existence of ninja, most ninjas are rebellious teenagers wearing neon orange and running around proclaiming what great ninjas they are.

    Wording question: Is a "Standard Attack" an attack made as a standard action? or is it a single attack?
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    Mauver
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    PostPosted: Wed Oct 12, 2011 12:23 am    Post subject: Reply with quote Add User to Ignore List

    TGD vernacular, particularly with the advent of the Soldier class, seems to have defined a "standard attack" as an attack made as a standard action; I don't think this terminology existed before.
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    Koumei
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    PostPosted: Wed Oct 12, 2011 2:27 am    Post subject: Reply with quote Add User to Ignore List

    Good point, I'll define it properly. I'll also fix the BAB thing, because "Dhuuuuur", >implying it goes +15/+10/+5 and not +15/+10/+10
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    PostPosted: Wed Oct 12, 2011 2:41 am    Post subject: Reply with quote Add User to Ignore List

    What makes Devil Ghost Body so powerful that it requires minimum level 20?
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    PostPosted: Wed Oct 12, 2011 4:07 am    Post subject: Reply with quote Add User to Ignore List

    My awful handwriting, where I look down later and read a 10 as a 20.

    You might ask "Why 10? Why not 5, or just a regular option?" to which the answer is "Add another applies-in-all-cases bonus to my Armour Class, and actually be hard to hit if you're not using pure-accuracy monsters that can auto-hit everyone else even with a lot of power attack? Yes please!" It seems a bit too obvious a choice early on, so giving it later, they can choose to spend a choice on it, or to instead spend the choice on Winning More.

    But yeah. It's not a level 20 ability.
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    PostPosted: Wed Oct 12, 2011 5:25 am    Post subject: Reply with quote Add User to Ignore List

    The Swashbuckler

    "Your money. Your life is not an acceptable substitute."

    FLAVOUR TEXT

    Playing a Swashbuckler: Swashbucklers primarily want a good Dexterity, followed by Charisma. They can then decide how much they care about the other ability scores.

    Alignment: Swashbucklers tend to give society the finger and do their own thing, which is possibly Chaotic. Others are known as privateers, and do the exact same things, but FOR THE LAW! A single swashbuckler is a dashing hero so they can be good, but a mob of them will rape and pillage, so are evil.

    Races: absolutely anyone can take to piracy, though it is often the downtrodden - those shunned by society and given a bad deal innately, so half-breeds in a Human society, any green things in a Humanoid society, and the Kuo-Toa. Also, those who tend to suffer from boredom and wanderlust take to swashbuckling, so really, it could be anyone.

    Starting Money: 8d4*10 GP (200 GP)
    Starting Age: as Rogue
    Hit Die: d8
    Skill Points: 6+Int per hit die
    Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (Local, Nobility and Royalty, History, Geography) (Int), Listen (Wis), Perform (Any) (Cha), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex)


    LevelBABFortRefWillSpecial:Witty Repartee
    1+1+0+2+0Fencing, Your Opponent Is Me!, Witty ReparteeThrust
    2+2+0+3+0Tie-Down, Combat Climbing-
    3+3+1+3+1Acrobatic ChargeRetort
    4+4+1+4+1Combat Sidle, I'm Not Left Handed-
    5+5+1+4+1Power SlideBanter
    6+6/+1+2+5+2Evasion, Close Quarters Fighting-
    7+7/+2+2+5+2DistractionDouble-Entente
    8+8/+3+2+6+2Swashbuckler's Slide, Ridiculous Attire-
    9+9/+4+3+6+3Master of EscapeDeadly Insinuation
    10+10/+5+3+7+3Whirlwind-
    11+11/+6/+6+3+7+3Control Ropes and RiggingAu Contraire
    12+12/+7/+7+4+8+4Dread Pirate Tales, Mass Tie-Down-
    13+13/+8/+8+4+8+4Catch Me If You CanEn garde!
    14+14/+9/+9+4+9+4Arm's Length, I'm On A Boat-
    15+15/10/+10+5+9+5Booty SeekerRapier Wit
    16+16/+11/+11/+11+5+10+5Razor Wind-
    17+17/+12/+12/+12+5+10+5Razor's EdgeTouche!
    18+18/+13/+13/+13+6+11+6Bladestorm-
    19+19/+14/+14/+14+6+11+6One More ThingCliche!
    20+20/+15/+15/+15+6+12+6The Immortal Dread Pirate Lives On!-


    Weapon and Armour Proficiency: Swashbucklers are proficient with all Simple weapons, all Martial weapons, one Exotic weapon of choice and all Light armour

    Fencing (Ex): Swashbucklers are good at protecting themselves from injury. With an Immediate action, a Swashbuckler may make a melee attack roll when attacked. If the Swashbuckler rolls higher, the attack is parried and she is safe from harm. This does not work if she is wearing armour she is not proficient with.

    Your Opponent Is Me (Ex): you have to pay attention when fighting the Swashbuckler - focusing on someone else results in a loss of kidneys. Whenever the Swashbuckler successfully attacks a foe in melee combat on her own turn, the foe must either successfully attack her or take the Full Defence before their next turn. If they fail to do this, she has the Edge against them and denies them their Dexterity bonus to Armour Class.

    Wittty Repartee (Ex): as she gains levels, the Swashbuckler gains various abilities that fall under the title of "Witty Repartee". These all work only when directing all attacks against one foe that round, and prevent her from making Attacks of Opportunity against other opponents until her next turn:
  • Thrust: all attacks gain +1 to hit and damage
  • Retort: the damage bonus increases to equal her Charisma bonus
  • Banter: she may add her Charisma bonus to her Armour Class against that foe
  • Double-Entente: the damage bonus increases to equal her Bluff modifier
  • Deadly Insinuation: she may make Bluff checks instead of attack rolls - these do not auto-fail on 1 or auto-succeed on 20, but can still threaten critical hits
  • Au Contraire: she may make one Bluff check and, if it is higher than her Armour Class, it replaces her Armour Class against that foe
  • En garde!: the damage bonus becomes a Bluff check. On a critical hit, the d20 is not multiplied, as normal, but the Bluff modifier is.
  • Rapier Wit: her critical threat range and multiplier are both doubled
  • Touche: she may replace her Saving Throws with Bluff checks, but only against effects from that foe.
  • Cliche: all attacks deal 2 Strength, Dexterity and Constitution damage

    Tie-Down (Ex): at second level, the Swashbuckler can keep an opponent locked up, unable to run off and attack anyone else. Anyone she strikes in melee combat during her turn must make an Escape Artist check, opposed by her Attack roll. If they fail, they are Entangled until the start of her next turn. If they fail by 10 or more, they are also Anchored for the duration.

    Combat Climbing (Ex): the second-level Swashbuckler gains a Climb speed equal to her Land Speed, along with all the benefits of a Climb Speed. She needn't even hang on with her hands, and can fight just fine hanging upside-down. When she fights while climbing, enemies who lack a Climb speed take a -4 penalty to attack rolls against her, due to being unaccustomed to her strange fighting style. This ability does not work if she is wearing armour with which she is not proficient.

    Acrobatic Charge (Ex): starting at third level, the Swashbuckler need not charge the shortest distance or even in a straight line - she may turn corners, zig-zag, charge foes other than the nearest and so on. Doing so requires a DC 15 Tumble check, and cannot be attempted if she is wearing armour with which she is not proficient.

    I'm Not Left Handed (Ex): at level four, the Swashbuckler gains the Two Weapon Fighting feat. If she already possesses this feat, she may expend Attacks of Opportunity for additional Parries each turn. She may, at a later date, spend a feat on Two Weapon Fighting (even though she now has it) so as to gain this added benefit.

    Combat Sidle (Ex): starting at level four, any time an adjacent foe makes a 5' step of adjustment, the Swashbuckler may also do so. Additionally, her own 5' steps of adjustment increase to 10', and may be improved to 15' with a DC 25 Balance check. This ability does not work when wearing armour with which she is not proficient.

    Power Slide (Ex): whenever hit by a physical attack, the fifth-level Swashbuckler can elect to slide back to halve the damage. She moves back 5' for every 5 damage negated in this way, directly opposite the attacker. If she cannot complete the movement due to something being in the way, she suffers 1d6 damage for every 5' she doesn't complete. This ability cannot be performed in armour with which she is not proficient.

    Evasion (Ex): at level six, as long as she is not wearing armour with which she is not proficient, the Swashbuckler has Evasion.

    Close Quarters Fighting (Ex): as long as the sixth-level Swashbuckler is not wearing armour with which she is not proficient, she does not suffer penalties for fighting in cramped conditions, and is not denied her Dexterity bonus to Armour Class when in a grapple.

    Distraction (Ex): starting at seventh level, the Swashbuckler is good at keeping people distracted. If anyone is in a square she threatens, she is considered to be Flanking them even if she isn't. Additionally, any time she strikes a foe, everyone else has the Edge on that foe until her next turn.

    Ridiculous Attire (Ex): all pirates are required by law to dress in a ridiculous manner, with the exception of female pirates, who have to dress ridiculous and sexy. Starting at level eight, in the first round of any combat, all foes take a penalty to hit the Swashbuckler equal to her Charisma modifier.

    Swashbuckler's Slide (Ex): starting at level eight, the Swashbuckler is used to sliding about on slippery surfaces of rocking ships with hazards everywhere. When using Power Slide, she needn't move directly away from the attacker and can even change directions - she simply has to end further away from the attacker than she started.

    Master of Escape (Ex): the ninth-level Swashbuckler can never be Pinned down. Any Escape Artist check may be made as a Standard action that does not provoke, and she may make Epic checks at the following DCs: Extremely Tight Space (a chimney, a glass jar, someone's anus) DC 30, Walls of Force DC 40 or Caster Level + 5, whichever is higher. She also gains a +8 bonus to escape a Grapple. None of this applies when wearing armour she is not proficient with.

    Whirlwind (Ex): at level ten, the Swashbuckler gains Whirlwind as a bonus feat. If she already possesses this feat, she may select any other [Combat] feat that she meets the requirements for.

    Control Ropes and Rigging (Su): starting at eleventh level, the Swashbuckler can animate and control any rope as though casting the spell Animate Rope. She can also throw rope up to 50' away with no range penalty.

    Dread Pirate Tales (Ex): starting at level twelve, the Swashbuckler is so infamous that if she makes it known who she is, she can immediately make an Intimidate check against everyone in the vicinity. For those who would merely be impressed, not scared, she can instead make a Diplomacy check. Any given person can only be affected by this once per day.

    Mass Tie-Down (Ex): at level twelve, the Swashbuckler is masterful at using rope. As long as she has enough rope to reach out to Short Range (25' + 5' per 2 levels), she can spend a Standard action making a Use Rope check. Everyone (friend and foe) within Short Range must beat this with an Escape Artist check or be Entangled until the start of her next turn. If they fail by 10 or more, they are also Anchored for the duration. If she lacks sufficient rope, she can still do this, but the range is capped by the length of the rope.

    Catch Me If You Can (Ex): starting at thirteenth level, the Swashbuckler gains a +10' bonus to her Base Speed. When Retreating or Running, this increases to a +50' bonus. Additionally, with a Move-Equivalent action, she gains the benefits of Freedom of Movement for a round.

    Arm's Length (Ex): at level fourteen, the Swashbuckler is such a skilled duellist that entering a square she threatens provokes Attacks of Opportunity from her. If the attack hits, the target is forced back 5' and their movement ends.

    I'm On A Boat (Ex): at fourteenth level, the Swashbuckler just flat-out has an awesome galleon with cannons and crew. Honestly, the game should lead up to this happening, rather than "I woke up and there was this ship here."

    Booty Seeker (Ex): at level fifteen, the Swashbuckler just has a lot of treasure, at least a hundred thousand GP worth of coins, gems and similar. Furthermore, she can innately sense any gathering of wealth valued at more than a quarter-million GP within 1 mile and any Artefact within 10 miles. Also, if trying to pick up, such as in a bar, she automatically finds attractive partners - and gains a +10 bonus on Gather Information checks to track down targets/get information on people who are considered attractive.

    Razor Wind (Ex): starting at level sixteen, the Swashbuckler moves like a very sharp wind. Any time she uses any of the abilities granted by Whirlwind (as opposed to just the bonuses), she may make a Trip attempt against every target she hits. This does not function when wearing armour she is not proficient with.

    Razor's Edge (Ex): at level seventeen, those who cross the Swashbuckler are in even worse peril. Whenever her "Your Opponent Is Me!" class feature applies against a foe (she hits them and they fail to hit her or take the Full Defence), any attacks she makes against them deal an additional 4 Strength damage, and leave the foe Staggered for one round if they fail a Fortitude Save (Dexterity-based).

    Bladestorm (Ex): at eighteenth level, the Swashbuckler can unleash a furious flurry of strikes. With a Full Round action, she make one Full Attack against every foe she threatens. She also gains a total number of bonus attacks (at her highest attack bonus, to be distributed amongst the targets as she sees fit) equal to her Charisma bonus.

    One More Thing (Ex): starting at nineteenth level, the Swashbuckler is good at putting the boot in. For all of her foes, being Tripped, Entangled, Disarmed, Bullrushed, Grappled or hit by Witty Repartee provokes an Attack of Opportunity from her.

    The Immortal Dread Pirate Lives On! (Su): at level twenty, the Swashbuckler becomes Ageless - she is always in the prime of her youth, will not die of old age, and does not get bonuses or penalties for age. If slain, she still fights on for one minute, functioning just as normal, but with a Hardness rating for being a corpse. After the minute, she dies properly, but becomes a Ghost for free, with all equipment worn at time of death becoming Ghost Touch.
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    CatharzGodfoot
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    PostPosted: Wed Oct 12, 2011 5:53 am    Post subject: Reply with quote Add User to Ignore List

    What, no mincing or eyeliner powers?
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    Koumei
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    PostPosted: Wed Oct 12, 2011 9:09 am    Post subject: Reply with quote Add User to Ignore List

    No. None. Anyway, some feats to set your Ninja apart from everyone else's Ninja. (Scorpion and Shinobi, respectively)

    Hellscarred Ninja [Jutsu]
    You went to Hell and back. At least one of these trips was not by choice.
    Requirement: Jutsu Points
    Benefit: you regain a Jutsu Point any time you are hit by Fire or a [Fear] effect, whether or not you pass the save, are immune etc. Also, if you want your face can just be a skull filled with flames.
    BAB +1 You gain Fire Resistance equal to your Base Attack Bonus, and when standing inside or walking through fire (at least the size of a bonfire), can spend a Jutsu Point to Dimension Door into another flame of similar size within one mile.
    BAB +6 You are actually Invisible in Fire, and can use a Standard action at Will to create choking smoke clouds. This is equivalent to an Obscuring Mist effect, except everyone except you must make a Fortitude Save (Intelligence-based) each round or be Nauseated.
    BAB +11 You gain a Fiery Breath Weapon that you can use once per 5 rounds: the area is a Short Cone, and all take 1d8 Fire damage per hit die you possess, with a Reflex Save for half (Intelligence-based). Those who attempt the save but fail catch fire.
    BAB +16 [Death] effects merely cause you to be Stunned for one round whenever they would normally kill you. Your Breath Weapon also changes to Hellfire: half the damage is generic Unholy, and everyone who takes any damage from it must pass a Will Save (same DC) or Panic for 1d4 rounds.

    Elemental Shinobi [Jutsu]
    "I am a ninja. Therefore I wear white and bright red. I can mostly be seen summoning pillars of fire, trashing computer facilities and kicking aliens in the face."
    Requirement: Jutsu Points
    Benefit: You can assign a Jutsu Point to have all of your weapons deal +1d6 Fire, Electricity or Cold damage (select one when assigning the point, you cannot assign multiple points into this at a time)
    BAB +1 You can assign a Jutsu Point to having a Lightning Aura: you emit Light (as per the spell "Light"), and gain Electricity Resistance equal to your Base Attack Bonus. You also deal 1d6+Int bonus Electricity damage to anyone who hits you with a melee or natural weapon or attempts to Trip or Grapple you.
    BAB +6 You can assign a Jutsu Point to having a wind aura: you gain a Wind Walk effect. You may also cast Wind Wall a number of times per day (Sp) equal to your Intelligence bonus. Spending a Jutsu Point will replenish a daily use.
    BAB +11 You can spend a Jutsu Point to create a Flamestrike effect (Sp). The Save DC is Intelligence-based.
    BAB +16 You can assign a Jutsu Point to having a Stoneskin effect.

    There will possibly be more, if people can think of iconic (ie "from anime/video games") ninjas that need representation. Note: Reptile is already represented. The acid spit and lizardness is gained by being a Dragonborn, and you can already turn invisible. Likewise Sub-Zero just has a few levels of Snowscaper.

    Should I limit people to only one [Jutsu] feat, or let them take a whole bunch, and those are feats they're not spending on Elusive Target and stuff?
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    Dominicius
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    PostPosted: Wed Oct 12, 2011 10:49 am    Post subject: Reply with quote Add User to Ignore List

    I actually like the earlier version of the swashbuckler more. I think it was more focused on being pirat-y and less on being fancy while swinging your sword (even though that is important too). The earlier version also feels a bit more flexible all around.

    I've noticed that Ridiculous attire is still among the ability descriptions but not among the ability list.


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    Koumei
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    PostPosted: Wed Oct 12, 2011 12:10 pm    Post subject: Reply with quote Add User to Ignore List

    Well, ultimately, there are a few things that make up a swashbuckler/pirate:
  • Dashing, agile swordsman who forces you to duel him
  • Duellist with insults
  • YAR/Johnny Depp
  • Demon ghost of the sea

    I actually hate pirates. I think pirate movies are stupid, and on SLAPD I speak Somali just to remind others what real pirates are and ruin their fun. You would too if you had to wear an eyepatch in high school.

    So basically, you're not having the second half from me. You're instead getting what Privateer Press tries to advertise all of its females (except the sullen/pouting/sultry necromancer girl) as being. You know, with tight pants and rapiers and curly red hair. If you want a YAAAARMEHARTY class, then I'd ask Kaelik very nicely if he could make one, or something.

    As for Ridiculous Attire, not sure how that happened.
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    PostPosted: Wed Oct 12, 2011 1:07 pm    Post subject: Reply with quote Add User to Ignore List

    And here we have a re-write of Ninja Pirate to tie the two together, for everyone who wants to be both at once.

    Ninja Pirate
    Nin Nin Booty Nin

    Requirements:
    Base Attack Bonus: +5
    Skills: Balance 8 ranks
    Special: Ninja'd, Witty Repartee

    Hit Die: d6
    Skill Points: 6+Int
    Class Skills: Balance, Bluff, Climb, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (Any), Listen, Move Silently, Search, Sense Motive, Spot, Swim, Tumble, Use Rope


    LevelBABFortRefWillSpecialAC Bonus
    1+1+0+2+0Stealth in Audacity, Dodge of Piracy+0
    2+2+0+3+0Close Quarters Fighting, Ninja's Wit+1
    3+3+1+3+1Summon Mist, Flair+1
    4+4+1+4+1Pirate No Jutsu+2
    5+5+1+4+1Distraction, Mystic Art+2
    6+6+2+5+2Control Ropes and Rigging, Red is the New Black+3
    7+7+2+5+2Double Dextrous+3
    8+8+2+6+2Blended Style+4
    9+9+3+6+3Catch Me If You Can+4
    10+10+3+7+3Plain Cheating, Double Sexy+5


    Proficiency: no additional Proficiencies are gained

    Stealth in Audacity (Su): the Ninja Pirate basically knows how to hide a rhinoceros in the room. By performing an action that would normally provide a -10 penalty or worse to Disguise, Hide or Move Silently checks, or flat-out make them impossible, she instead gains a a +6 Circumstance Bonus to them. Whenever acting completely un-stealthy, she becomes immune to True Seeing.

    Dodge of Piracy (Su): Swashbuckler levels are treated as Ninja levels for the purpose of Armoured in Life. Additionally, the Ninja Pirate class gains a bonus equal to half the class level that is added to the Armoured in Life bonus.

    Close Quarters Fighting (Ex): as long as the second-level Ninja Pirate is not wearing armour with which she is not proficient, she does not suffer penalties for fighting in cramped conditions, and is not denied her Dexterity bonus to Armour Class when in a grapple.

    Ninja's Wit (Ex): at second level, the Ninja Pirate adds her class levels in both Ninja and Ninja Pirate to her effective Swashbuckler level for determining which Witty Repartee abilities she has.

    Summon Mist (Su): at third level, the Ninja Pirate can summon mist, as per Obscuring Mist, at will.

    Flair (Ex): the third-level Ninja Pirate is especially acrobatic, with a variety of fancy techniques she can do at will, providing she is not wearing armour with which she is not proficient:
  • Make a DC 20 Balance check while charging to slide under a foe and strike them from behind, ending the charge on the other side and treating the foe as Flanked for the attack.
  • Beat an opponent's Attack roll on an Attack of Opportunity with a Tumble check to make the attack miss and the opponent fall prone.
  • Make a DC 20 Jump check to move over a foe who is Prone or at least one size category shorter than her, gaining a single Melee attack against that foe as a Free action.
  • Walk on walls with a Balance check equal to half the distance in feet (round up), as long as she ends the movement on horizontal ground.
  • Make a DC 20 Tumble check to add +10' to the reach of a melee attack.
  • Make a DC 20 Sleight of Hand check on a successful non-reach melee attack or any form of Grapple action to give a quick squeeze and provide a penalty equal to her Charisma or Intelligence modifier (whichever is higher) on the opponent's attacks and grapple checks for one round.

    Pirate No Jutsu (Su): starting at level four, the Ninja Pirate may add her Class level minus three, along with her class level in Swashbuckler, to her effective Ninja level to determine the number of Jutsu Points she possesses. She may also elect to use her Charisma in place of her Intelligence for any Jutsu Ability or Mystic Art.

    Distraction (Ex): at level five, the Ninja Pirate learns how to distract people. If someone is in a square she threatens, then she is considered to be Flanking them, no matter what direction an attack comes from. Additionally, whenever she strikes a foe, everyone else has the Edge against them until her next turn.

    Mystic Art: at level five, the Ninja Pirate gains a Mystic Art, just like a Ninja. She may add her Ninja Pirate level to her effective Ninja level to determine which Arts she may access for this Mystic Art and any future ones gained.

    Control Ropes and Rigging (Su): starting at sixth level, the Ninja Pirate can animate and control any rope as though casting the spell Animate Rope. She can also throw rope up to 50' away with no range penalty.

    Red is the New Black (Ex): at level six, the Ninja Pirate seems completely acceptable in her adventuring garb no matter the circumstances. She is considered unarmed (for the purpose of social niceties), suitably dressed, stylish and fashionable for all occasions - whether at a ball hosted by the king, at an executive business meeting, or in the bedroom.

    Double Dextrous (Ex): at level seven, the Ninja Pirate is extra agile - as much as both a Pirate and a Ninja - and may add her class level as a bonus to all Dexterity-based skills. This does not function when she is wearing armour with which she is not proficient.

    Blended Style (Su): somehow, the eighth-level Ninja Pirate is so good at moving and stopping others from moving that she can literally steal movement. With a Swift action, she may make a Sleight of Hand check with a DC equal to her opponent's Armour Class. If she succeeds, she gains an additional Move action that round, and the opponent is Staggered for the round. This does not function when she is wearing armour with which she is not proficient.

    Catch Me If You Can (Ex): starting at ninth level, the Ninja Pirate gains a +10' bonus to her Base Speed. When Retreating or Running, this increases to a +50' bonus. Additionally, with a Move-Equivalent action, she gains the benefits of Freedom of Movement for a round.

    Plain Cheating (Ex): the tenth-level Ninja Pirate is good at fighting in the most dishonourable of ways yet getting cheered on for it. As a Swift action, she may make an attack against any creature not immune to Critical Hits. If she hits, it is resolved as a Critical Hit and the target must make a Fortitude Save or be Nauseated for 1d6 rounds. This may be either Intelligence-based or Charisma-based, at her choice.

    Double Sexy (Su): at level ten, the Ninja Pirate is as sexy as both a Ninja AND a Pirate. As such, anyone she fights must make a Will Save (Charisma-based or Intelligence-based, her choice) or suffer a 50% Miss Chance against her. The Save is attempted once per day, whether it is passed or failed. Those who fail will swear afterwards that there were in fact twins, one of them a ninja and the other a pirate.
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    Koumei
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    PostPosted: Mon Jan 02, 2012 2:54 pm    Post subject: Reply with quote Add User to Ignore List

    Adding some more Ninja content, because A) it's actually going to be relevant in future (so may as well also post it up in case anyone else ever wants to use it), and B) to distract me from doing other stuff I don't quite feel like doing.

    Ghost Fist Ninja [Jutsu]
    Some ninja actually do go around kicking people in the face.
    Requirement: Jutsu Points
    Benefit: you gain a natural Slam attack (1d8+Strength). If you imbue a Jutsu Point into it, it is treated as a Magic Weapon (+1/3 character level to attack and damage rolls, can hit Ghosts, beats DR/magic and so on).
    BAB +1 You gain a single Monk Fighting Style. This is not a Master or Grand Master Fighting Style, and you must still spend the Swift action to activate it. Any Save DC is Intelligence-based instead of Wisdom-based.
    BAB +6 Select a third Fighting Style ability. Your Fighting Style gained from this feat benefits from any two of the selected abilities at a time, which can be changed simply by reactivating it on a new turn.
    BAB +11 By spending a Jutsu Point, you may make a Full Attack as a Standard action, gaining a single bonus attack at your highest attack bonus.
    BAB +16 You gain access to a single Monk Master Fighting Style. Again, you still must spend the Swift action to activate it, and again, use Intelligence for the Save DCs.

    Ninja of the Mystic Paths [Jutsu]
    By studying hard, you can be a special shadow adept or something.
    Requirement: Mystic Art
    Benefit: you have a constant Detect Magic effect going.
    BAB +1 By assigning a Jutsu Point to mystical power, you may hold any 1st level Shugenja, Wu-Jen or Core Sorcerer/Wizard spell in your head, chosen when you assign it. You can then cast the spell once, spending the assigned Jutsu Point. Multiple Jutsu Points may be assigned this way, and they cannot be cast while wearing armour with which you are not proficient. The Caster Level equals your character level, and the Save DC is 10 + half your hit dice + your Intelligence modifier.
    BAB +6 The spells you hold may now be of up to second level. You may also assign a Jutsu point to add your Intelligence modifier to Caster Level checks to beat Spell Resistance.
    BAB +11 The spells you hold may now be of up to third level. You may Scribe Scrolls and Brew Potions of any spell you could use Jutsu to cast (up to the usual limit, in the case of potions).
    BAB +16 You prepare the Jutsu spells as normal, allocating Points to them, however you can spend the actual Points to spontaneously cast any of the prepared spells - even spending the Point allocated to a specific spell doesn't remove it from your pool.

    Mystic Ninja of the Shadow Veil Sacred Path
    This name is really too long. Look, I'm a ninja who casts spells, all right?

    Requirements:
    Feats: Iron Will, Ninja of the Mystic Paths
    Skills: Concentration 5 ranks

    Hit Die: d6
    Skill Points: 6+Int
    Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration*, Craft (Alchemy), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Arcana, Local) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Tumble* (Dex)


    LevelBABFortRefWillSpecialJutsu Points
    1+1+0+2+2Spell Emulation 3+1
    2+2+0+3+3Jutsu Conversion-
    3+3+1+3+3Mystic Art+1
    4+4+1+4+4Spell Emulation 4-
    5+5+1+4+4Shadow Arts I: Veil of Shades-
    6+6+2+5+5Spell Emulation 5+1
    7+7+2+5+5Jutsu Absorption-
    8+8+2+6+6Mystic Art-
    9+9+3+6+6Spell Emulation 6-
    10+10+3+7+7Spell Emulation 7, Shadow Arts II: Nightmare Realm+1


    Spell Emulation (Sp): as the Mystic Ninja of the Shadow Veil Sacred Path gains additional levels, she can emulate more and more spells via her Ninja of the Mystic Paths feat: at first level, she may emulate third level spells. At level four, she may emulate fourth level spells. At sixth level, she may emulate fifth level spells. At level nine, she may emulate sixth level spells, and at level ten she can emulate seventh-level spells. All the usual rules of the feat still apply.

    Jutsu Points (Su): as she gains levels, the Mystic Ninja of the Shadow Veil Sacred Path gains additional Jutsu Points to spend as normal.

    Jutsu Conversion (Su): the second-level Mystic Ninja of the Shadow Veil Sacred Path is able to spontaneously cast her spells - sort of. She prepares them ahead of time by allocating Jutsu Points as normal, but can then cast any of her allocated spells by spending any Jutsu Points, even ones that are already allocated to other abilities. Spending an already-allocated Jutsu Point causes the effect to be lost as it is no longer allocated, but spending the Jutsu Point allocated to preparing a spell does not deny her access to the spell - she can still cast any of the prepared ones.

    Mystic Art: at levels three and eight, the Mystic Ninja of the Shadow Veil Sacred Path gains a Mystic Art. Mystic Ninja of the Shadow Veil Sacred Path levels count as Ninja levels for determining what Arts may be selected.

    Shadow Arts I: Veil of Shades (Sp): at level five, the Mystic Ninja of the Shadow Veil Sacred Path gains the following Spell-like abilities: Hallucinatory Terrain once per day, Darkness at will, and Mirror Image a number of times per day equal to her Intelligence bonus (minimum 1).

    Jutsu Absorption (Su): the seventh-level Mystic Ninja of the Shadow Veil Sacred Path can absorb the energy from incoming attacks. Any time she is hit by a spell, spell-like ability or supernatural ability, whether she makes the save or not, she regains a spent Jutsu Point and all dice of damage from the attack are minimised.

    Shadow Arts II: Nightmare Realm (Sp): at level ten, the Mystic Ninja of the Shadow Veil Sacred Path may cast Nightmare Terrain three times per day. Every round, one target of her choice within the Nightmare Terrain area can be targeted with a Shadow Well effect (Intelligence-based).
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    CatharzGodfoot
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    PostPosted: Mon Jan 02, 2012 4:20 pm    Post subject: Reply with quote Add User to Ignore List

    I like, except that spontaneously casting from three entire class spell lists is a terrible mechanic. Maybe they could prepare as many spells as they have Jutsu points using the normal wizard mechanics (without expending said points), and then use jutsu points to spontaneously cast any prepared spell?
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    PostPosted: Mon Jan 02, 2012 4:55 pm    Post subject: Reply with quote Add User to Ignore List

    Good idea.
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    PostPosted: Wed Jan 04, 2012 6:21 pm    Post subject: Re: Rewriting Some Classes Reply with quote Add User to Ignore List

    So, the Gadgeteer needs some tweaking here and there - such as to tone the power down, for one.

    The Gadgeteer

    "When my Armageddon Clock is complete, no-one will ever again laugh at me!"

    Flavour Text Goes Here

    Playing a Gadgeteer: the Gadgeteer benefits from a high Int, and after that it depends on what you want them to do, but a good Dex or Str is likely in order.

    Alignment: Gadgeteers can be of any alignment. Some of them build nuclear death rays to HELP people, not to hurt them.

    Races: anyone with hands can be a Gadgeteer, really, though many of them seem to be Goblins, Dwarfs, Gnomes and Kobolds as all of these races spend a lot of time building things.

    Starting Money: 5d4*10 GP (120 GP)
    Starting Age: as Wizard
    Hit Die: d8
    Skill Points: 6+Int per hit die
    Class Skills: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Jump (Str), Knowledge (Any) (Int), Listen (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Use Magic Device (Cha)


    LevelBABFortRefWillSpecialDaily BlueprintsCharged Blueprints
    1+0+2+2+0Gadgetry, Coax Device12
    2+1+3+3+0Twisted Brain, The Humble Paperclip22
    3+2+3+3+1Machine in the God, Evasion23
    4+3+4+4+1Good Gadgets34
    5+3+4+4+1Duct Tape44
    6+4+5+5+2Confuse Magic Device45
    7+5+5+5+2Cold Steel Logic55
    8+6/+1+6+6+2Greater Gadgets66
    9+6/+1+6+6+3Improved Evasion, Flame Retardant67
    10+7/+2+7+7+3Crafted Companion77
    11+8/+3+7+7+3Rapid Rebuild87
    12+9/+4+8+8+4Giga Gadgets98
    13+9/+4+8+8+4Percussive Maintenance99
    14+10/+5+9+9+4Best Backpack910
    15+11/+6/+6+9+9+5Command Magic Device1010
    16+12/+7/+7+10+10+5Galactic Gadgets1111
    17+12/+7/+7+10+10+5Throw a Spanner at it1112
    18+13/+8/+8+11+11+6Stronger, Faster, More Expensive!1212
    19+14/+9/+9+11+11+6Secrets of Creation1312
    20+15/+10/+10+12+12+6The Grand Contraption1313


    Weapon and Armour Proficiency: the Gadgeteer is proficient with Light and Medium Armour, and Simple Weapons. He is also proficient with any Gadget he creates.

    Gadgetry (Ex): the Gadgeteer is able to create Gadgets. As he gains levels, he learns more blueprints (according to the table). Some are "Daily" - the preparation involved means they are set up at the beginning of the day (requiring an hour in total) and then once used, are unavailable for the rest of the day due to the power source being hard to prepare, needing significant cleaning and so on. Others are simpler, and can be used essentially at will, as long as they are charged (covered in the item description). Multiples of the same item can be made, but they take up the "time" of another item, so if you have two Dailies, you could make them both and keep them both available for the day, or make two of the one thing and thus have two uses, but not use the other.

    Devices can be handed to other people to use, however they are not automatically considered proficient (anyone with "All Martial Weapons" proficiency should be considered proficient with weaponlike Gadgets, and people can become proficient with them in the normal way), and the Gadgeteer must continue to maintain the items (as part of his "pool" of Gadgets) for them to continue functioning.

    Any save DC is 10 + half level + Int modifier. Anything that scales with level uses the character level.

    Coax Device (Su): the Gadgeteer can always take 10 on Use Magic Device and Disable Device checks, even if threatened, rushed or on fire.

    Twisted Brain (Ex): the Gadgeteer's brain doesn't work like normal people. As such, at second level, he may use his Intelligence bonus for Will Saves instead of his Wisdom bonus, if he so desires.

    The Humble Paperclip (Ex): at second level, the Gadgeteer is treated as having Masterwork Tools for anything he ever does that can use tools, as long as he has some kind of object at all - fiddling with it until it becomes just what he needs.

    Machine in the God (Ex): at third level, the Gadgeteer can start to add bionic enhancements to himself, though these are unlikely to be sleek Shadowrun stuff, and more likely to be giant cogs, rotors and steam engines. He gains an Enhancement bonus to Constitution equal to 1/3 of his hit dice (round up), and a chance to negate Critical Hits (and similar effects) equal to his class level times 5%.

    Evasion (Ex): inventions often explode. At third level, the Gadgeteer is so used to this that he gains Evasion. If he already possesses Evasion, it becomes Improved Evasion.

    Good Gadgets: starting at level four, the Gadgeteer may select Blueprints from the "Good Gadgets" list.

    Duct Tape (Sp): at level five, the Gadgeteer gains the ability to perform quick repairs on things. He may cast Mending, Make Whole and Repair Light Damage at will, with a caster level equal to his character level.

    Confuse Magic Device (Su): at sixth level, the Gadgeteer gains the ability to confuse magic items with an Abuse Magic Device check. If it possesses charges, adding +10 to the DC can activate the item without using a charge (this does not apply to single-use items). If it casts a spell that deals a type of damage, or grants protection against a type of damage, this can be changed for that use by adding +5 to the DC. It can be Widened or Extended by adding +5 to the DC as well. Finally, traps that use a magic form of detection are not triggered by the Gadgeteer.

    Cold Steel Logic (Ex): at seventh level, the Gadgeteer starts to also work on enhancing his own brain, possibly adding a wind-up key to his head or something. He gains an Enhancement bonus to Intelligence equal to 1/3 of his hit dice (round up), and Immunity to [Mind Affecting] effects.

    Greater Gadgets: starting at level eight, the Gadgeteer may select Blueprints from the "Greater Gadgets" list.

    Improved Evasion (Ex): at ninth level, the Gadgeteer's reflexes improve such that he gains Improved Evasion. If he already has this, he just gets a +1 bonus to Reflex Saves.

    Flame Retardant (Su): by ninth level, the Gadgeteer has become pretty good at not catching fire. He never catches fire from effects that would normally cause him to do so, and has Fire Resistance equal to 10 plus his hit dice.

    Crafted Companion: at level ten, the Gadgeteer can build himself a cohort, requiring a whole heap of scrap parts and 8 hours of work. Should the cohort be destroyed, he can rebuild it or build a new one, but he can't have more than one at a time. The Cohort can be any kind of Construct or Robot Girl/Android, regardless of whether or not he actually knows how to make them normally, and can't have a CR higher than his own CR minus four.

    Rapid Rebuild (Su): at level eleven, the Gadgeteer becomes supernaturally fast at making things he is familiar with. As long as he has built something once in the past, he may rebuild it in half the time it would take to build normally (including his cohort), and can use a full round action to restore 150 HP to any Gadget he is touching, which should usually be enough to completely restore it to full.

    Giga Gadgets: starting at level twelve, the Gadgeteer may select Blueprints from the "Giga Gadgets" list.

    Percussive Maintenance (Su): at thirteenth level, the Gadgeteer learns how to fix (and damage) objects with a solid kick. With a melee attack that must hit the AC of the target, he may duplicate a Heal or Harm effect that only works on Constructs (ignoring any usual immunities to Heal/Harm or supernatural effects in general). He may do this a total number of times per day equal to his Intelligence bonus (minimum 1).

    Best Backpack (Su): the backpack of the fourteenth-level Gadgeteer is nothing short of awesome. It functions as a Handy Haversack, however can also be folded out into an Instant Fortress.

    Command Magic Device (Su): at fifteenth level, the Gadgeteer knows how to command magic devices that don't even belong to him: no Construct will ever attack him, even sentient ones, unless he attacks them first. Furthermore, with a DC (15 + CR of Construct) Use Magic Device check, he may control it (as per Dominate Monster, except it affects the Construct despite immunities, and allows no save) for one minute, after which it cannot be controlled by him again that day.

    Additionally, as a standard action he may activate a magic item somebody else is using or holding, from up to 50 feet away, as long as he is aware of it and targets it. This adds +10 to the activation DC. He may also make a Use Magic Device check as an immediate action (DC = base DC to activate) to prevent it from being used, wasting the attempt.

    Galactic Gadgets: starting at level sixteen, the Gadgeteer may select Blueprints from the "Galactic Gadgets" list.

    Throw a Spanner at it (Su): starting at seventeenth-level, Percussive Maintenance may be made with a ranged attack, but only for thrown weapons/items, not ammunition or spells.

    Stronger, Faster, More Expensive! (Ex): at level eighteen, the Gadgeteer learns how to implant souls into big machines. With 48 hours of work and some amount of Planar Currency equal to that of a Major Magic Item (not necessarily paid by him), he can effectively turn someone into a golem, even himself. This does use up an Attunement slot on the subject, and grants the following:
  • Type: changes to Construct with their former Type becoming a Subtype
  • The basic immunities of Constructs (but not of Golems) are gained
  • Constitution is retained, and Hit Dice are not changed. Likewise, no bonus HP from size are gained.
  • Damage Reduction 15/Adamantine is gained
  • The subject is 100% unable to float or swim, but can just sink to the ocean floor and walk.
  • Gain an Enhancement bonus to Strength and Natural Armour equal to 1/3 Hit Dice (round up)
  • Can have a single Charged Gadget from the Gadget, Good Gadget or Greater Gadget list (that the Gadgeteer knows) bolted on. This does not take up a Gadget "slot" from the Gadgeteer.
  • Any Spell or Spell-like Ability that would be resolved as a Touch Attack (ranged or otherwise) against the subject is instead resolved as a regular Attack, needing to beat Armour, Shield, and Natural Armour bonuses.

    Secrets of Creation (Ex): at level nineteen, the Gadgeteer learns how to truly invent lifeforms - he is able to Craft Golems of all kinds, as well as other craftable Constructs such as Elder Eidolons, Construct Creatures and Robot Girls/Androids. In the case of the latter, they are always made with a single hit die, and as such basically require such little expenditure as to be part of the Wish Economy (see: Free). For sentient constructs, loyalty is not actually guaranteed here.

    The Grand Contraption (Ex): at level twenty, the Gadgeteer can make something so awesome and spectacular that there are no hard rules for it. An example may be a small wind-up device that casts Wish or Miracle at will, or a massive flying city/ship loaded up with cannons, or a plot device that will destroy the world in 3 days unless stopped, or a giant robot that is big enough that each foot is a Colossal+ object. Whatever. Creating it takes a full week of uninterrupted work. At this point, the Gadgeteer has basically won the game.
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    Last edited by Koumei on Wed Jan 04, 2012 9:21 pm; edited 1 time in total
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    Koumei
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    PostPosted: Wed Jan 04, 2012 6:22 pm    Post subject: Reply with quote Add User to Ignore List

    Gadget Descriptions

    Gadgets:
    Click here to see the hidden message (It might contain spoilers)


    Good Gadgets:
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    Greater Gadgets:
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    Giga Gadgets:
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    Galactic Gadgets:
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    Last edited by Koumei on Wed Jan 04, 2012 9:19 pm; edited 1 time in total
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    Prak
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    PostPosted: Wed Jan 04, 2012 6:42 pm    Post subject: Reply with quote Add User to Ignore List

    Oh hai. Another way for Nast to qualify for Pumpkin King.

    Also... she could just become a pirate themed, turtle summoning, spell bomb throwing naruto style ninja, which would also be pretty awesome. Now I need to go find a colossal turtle and how to summon it...
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    You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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    Maxus
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    PostPosted: Wed Jan 04, 2012 7:07 pm    Post subject: Reply with quote Add User to Ignore List

    Dragon Turtle. Edit: http://www.dnd-wiki.org/wiki/SRD:Dragon_Turtle
    _________________
    He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

    --The horror of Mario

    Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!


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    Mauver
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    PostPosted: Tue Jan 31, 2012 1:38 pm    Post subject: Reply with quote Add User to Ignore List

    So I'm gearing up to quite potentially play a Mystic Ninja Etc., but I'm a little bothered by how its mystic arts fall on levels that aren't divisible by five so she winds up actually being behind the regular ninja when it comes to gaining the new and shiny versions of the mystic arts that come up on levels 10, 15 and 20 - do you think we can fix this? Possibly by making the level prerequisites 4 lower, or something, so that the Mystical Ninja comes out ahead, like I get the feeling it's supposed to?

    EDIT: Come to think of it that's a crappy solution since it's based on character level and you can just multiclass to get the better ones later. Maybe base it on # of mystic arts, like "Prerequisite: 1/2/3 mystic arts", though that destroys the intent of making it scale to character level. You could just go with the inelegant solution of "Mystic Whatevers count as if two levels higher for the purpose of meeting prerequisites for mystic arts, so long as they are obtained through Mystic Whatever levels."

    EDIT EDIT: Also, you might want to specify just what kind of spells jutsu absorption works on, given that as it is right now healing probably gives jutsu points, as well as how much you want to encourage the ninja asking her allies to bomb her for jutsu points.


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    OgreBattle
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    PostPosted: Thu Feb 02, 2012 5:01 am    Post subject: Reply with quote Add User to Ignore List

    I was thinking of a Naruto ninja feat, but it seems a general "Shonen Protagonist" feat could be used that gives huge will bonus and inspiring everyone around you. Unless there already is one around.

    Would it be broken to have the choice of one out of CON/INT/WIS/CHA as the basis of Jutsu points?


    Last edited by OgreBattle on Thu Feb 02, 2012 5:09 am; edited 1 time in total
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    Koumei
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    PostPosted: Fri Feb 03, 2012 12:59 am    Post subject: Reply with quote Add User to Ignore List

    That feat is a possibility, but I'll admit I don't watch shonen anime that isn't also fan service anime, so I couldn't tell you a thing about Shounen Anime Hero and their rousing speeches. Presumably such a feat would have "Requirements: Male (because girls can't do anything right in non-service Shounen)".

    Which basically means said feat falls on your shoulders.

    It might not be broken, it just seemed logical to pick one thing - it probably wouldn't be broken to let a Psion select Strength as their casting stat, a Sorcerer to select Intelligence as theirs, a Monk to be Constitution-based, a Dragonfire Adept to make their breath weapon Wisdom-based and so on, but basically, the precedent is for each class to have 1-2 important stats pre-selected so I went with that.

    I could see it potentially being a good thing to just let every class select their "stuff is based on this" stat and delegating ability score distribution to "How much I value X Save, AC/Touch AC, X Skill, Melee+Grapple, Ranged Attack" rather than accounting for "And X has to be good so I can cast spells at all." But that's getting into "someone do a one-page fix for D&D at its core".

    Mystic Ninja: The assumption is that you qualify at 7th level, entering it at 8th, so your Mystic Arts follow the normal progression. But it did occur to me that if you swindle Concentration as a class skill or ignore the existence of them you can enter it at level 6 and it's a bit wonky. I might change the skill requirement to a class-skill at 10 ranks, or remove the skill requirement (so you can enter it at 6th) and swap the Shadow Arts & Mystic Arts (so the latter are gained at the normal rate and you get shadow spooky powers early).
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    Mauver
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    PostPosted: Fri Feb 03, 2012 3:58 am    Post subject: Reply with quote Add User to Ignore List

    I'm inclined to vote the second one. Since I've been playing without class skills as an assumption I didn't even notice concentration wasn't a class skill, and I already have this character basically made; it's nothing that's particularly overpowered by tome standards, I don't think; it basically gets 3rd level spells at level 6 as a reimbursement for a big feat investiture and then gets some kind of weird and limited but versatile spellcasting after that. It's basically a sneaky gish. If anything I'm not sure it's quite as powerful as the tome version of the Eldritch Knight. It's up to you though; I'll mention that I already have a level 6 character made this way and I don't think it's particularly superpowered; it can pull some weird things by doing a bunch long-duration buffs by meditating over and over, but its spellcasting mechanic makes it difficult to plan ahead and past level 6 it's just getting cohort casting. I'll report on any findings, though, if you're interested. We still haven't started playing but it'll likely happen within the next week.

    EDIT: Considering how it's possible to stack up 10min/level and higher duration buffs pretty close to ad infinitum right now (taking a break here and there to refresh them) we eventually opposed a (largely abstract and indefinite, "don't be a dickhead") limit on the number of spell effects a ninja can have in play at any given time. We also decided to levy the ninjutsu investiture in the slam attack feat; a lot of other feats grant enhancement bonuses for free (there's one tome feat on dnd-wiki that grants a slam attack with an enhancement bonus right off the bat), we decided this one would, too. Not sure what you make of that; mostly I've been enjoying the heck out of this character though.

    EDIT EDIT EDIT EDIT EDIT: I just noticed the scaling abilities of the mystic whatever feat and I'm now wondering how ninja are supposed to interact with spell completion items like scrolls and wands; I sort of assumed they couldn't use them, but apparently they later get the ability to create them, which confuses me; come to think of it the ninjutsu scroll bit is a kind of a classic concept so I am sort of wondering how this is supposed to work, if at all.


    Last edited by Mauver on Mon Feb 06, 2012 6:45 am; edited 3 times in total
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