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[3.X] Prak's D&D Material
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radthemad4
Duke


Joined: 18 Nov 2013
Posts: 2015

PostPosted: Mon Jul 14, 2014 9:25 am    Post subject: Reply with quote Add User to Ignore List

I think you want these guys to use their improvised weapons just once or twice before discarding them like Jackie Chan does in his movies instead of carrying them around with them.

My suggestions for adaptable assault:

Equipping weapons that aren't in inventory should be a free action. In addition to damage, you can enforce a status condition on an enemy at the cost of losing the weapon until the condition wears off (e.g. entangle somebody with a chain, pin someone to a wall with something pointy, etc.) As you level up you can inflict more debilitating conditions and can apply them to more people at a time.


Last edited by radthemad4 on Mon Jul 14, 2014 9:26 am; edited 1 time in total
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Prak
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Joined: 07 Mar 2008
Posts: 16026

PostPosted: Tue Jan 27, 2015 1:35 am    Post subject: Reply with quote Add User to Ignore List

My Bio class is making us use this "Active Reading" note format for reading in the class, which includes a silly bullshit "personal connection" section. In protest, I'm going to make D&D my personal connection for everything we read.

So have stats for a Goby Swarm.

Goby Swarm

"ah. fuck."

Fine Animal (Swarm, Aquatic)
Hit Die: 1d8-2 (2 hp)
Initiative: +3
Speed: Swim 5, Climb 1
Armour Class: 21 (+3 dex, +8 size)
Base Attack/Grapple: +0/(+7 for purposes of Atttach)
Attack: Swarm ()
Space/Reach: 10/10
Special Attack: Distraction, Attach, Low Light Vision
Special Qualities: Immune to Weapon Damage, Swarm Traits
Saves: Fort +0, Ref +5, Will +0
Abilities: Str 1, Dex 16, Con 6, Int 1, Wis 10, Cha 1
Skills: Climb +6, Hide +21, Move Silently +5, Swim +6
Feat: Stealthy

Gobies are minuscule fish with the unusual ability to climb waterfalls through use of the sucker-like structures they typically use to feed on algae. Though harmless in size and biting (non-)ability, they can be quite distracting as thousands of thumb sized fish begin to climb up your legs.

Combat
Attach (ex): Gobies have specialized sucker structures on their heads and stomachs which allow them to stick to smooth surfaces. A goby swarm occupying the same space as a character may attempt a melee touch attack, if it succeeds, they stick to the character, losing dexterity to AC, and becoming impossible to move out of. To remove a goby swarm, the character must take a full round action and successfully pin the swarm.
_________________
Dean, on Paranoia wrote:
The book is a hardbound liars paradox.


Winnah wrote:
No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.


FrankTrollman wrote:
In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.


Last edited by Prak on Tue Jan 27, 2015 1:42 am; edited 1 time in total
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Prak
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Joined: 07 Mar 2008
Posts: 16026

PostPosted: Mon Mar 09, 2015 12:16 am    Post subject: Reply with quote Add User to Ignore List

Helbogi
Hell Bow
Magic Weapon- Bow
The Helbogi is a bow crafted from a human's ribcage. The magic that is put into the creation of the weapon also contorts the ribcage in size such that it fits the forearm of a typical medium creature like a bracer. The spine and shoulder blades of the ribcage serve quite aptly as a buckler, and provide the benefits of such, with the added protection of ribs wrapping around the forearm (no mechanical combat benefit, but will protect the arm from unusual trauma such as traps which target specific extremities).

The bow of Helbogi is composed of the collar bones. At rest, these bones are over-sized compared to the ribcage, only slightly smaller than normal collar bones, and lay mostly parallel to the forearm. When activated, however, the collar bones enlarge to form the arms of a bow (type may be any bow with which the user is proficient) and cord of sinew stretches between them. The bearer does not hold the bow, it is attached to the ribcage and sits at the wearer's wrist. The wearer must hold their bow-hand out of the way and become accustomed to this unusual wielding, taking a -1 penalty on attacks until they have had a chance to practice for at least 1 hour and succeeded at a DC 10 Int Check.

Typically, Helbogi are paired with a bizarre and gruesome hip quiver known as Hernagl (war-nails). Rather than the usual quiver form, Hernagl consists of severed left hands, petrified to lay flat and bound together with leather thongs to hang from the belt. The bearer of Helbogi may draw the nails and finger bones of these hands as arrows, and they will lengthen into appropriately sized arrows as they are drawn.

Hernagl are made from four left hands and allow 20 arrows to be drawn in any encounter. At the end of an encounter, the nails and bones will regenerate at a rate of 1/five rounds once five rounds have passed without an arrow being drawn (ie, after 30 seconds have passed without being used, Hernagl will regenerate one arrow per further 30 seconds), taking ten minutes to refill.

Helbogi is Magical, conferring a bonus to attacks and damage made with it equal to 1/3 the character level of the wielder, and possesses the Ghost Touch and Lifestealing abilities, allowing it to strike and be used by entities which are corporeal or incorporeal, and dealing 1 negative level to targets struck by it's arrows. Arrows created by Hernagl possess the Frost quality, but also may be turned into spell arrows. Hernagl arrows are enspelled individually as if creating a scroll, and may contain 20 different spell effects, one spell effect 20 times, or anything in between. Enspelling a Hernagl arrow involves etching runes into the dead flesh, revealing the spell stored within to creatures close enough to read who succeed on a DC 30 spellcraft check. Once an enspelled arrow has been used, the runes on the flesh disappear and the arrow which regenerates in it's place is only a Frost arrow. Enspelling a Hernagl arrow suppresses it's Frost effect.
Market Price- 20,000 gp for Helbogi, 16,000gp for Hernagl
Crafting- Helbogi require one medium ribcage with spine, shoulder blades and collar bones, and one of the following-- a CR 10 soul (or multiple souls totalling 10,000gp in value), two Negative Energy elemental gems, a Reality Pearl, or Raw Chaos.
Hernagl require four left hands, leather thong sufficient to tie them together, and one of the following-- a CR 9 soul (or multiple souls totalling 8,000gp in value), two Negative Energy gems, 40 doses of Liquid Pain, a Reality Pearl or Raw Chaos.
_________________
Dean, on Paranoia wrote:
The book is a hardbound liars paradox.


Winnah wrote:
No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.


FrankTrollman wrote:
In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.


Last edited by Prak on Mon Mar 09, 2015 12:22 am; edited 1 time in total
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Prak
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Joined: 07 Mar 2008
Posts: 16026

PostPosted: Mon Apr 27, 2015 10:47 pm    Post subject: Reply with quote Add User to Ignore List

Walking Head
Transmutation
Level:
Sor/Wiz 1
Component: V, S
Casting Time: 1 standard action
Range: Personal
Duration: See Text
Saving Throw: None
Spell Resistance: No

As you finish the gestures and incantations, your head tears free from your neck sprouting spidery or crab-like legs--either from the stump or sides, and your body slumps back in stasis.

As a walking head, you are shrunken two size categories, have a base movement and climb speed of 5' and are prevented from taking most actions which are not mental or movement-- your spidery legs allow some measure of gesturing and pointing, but no manipulation or grasping. You take a -10 penalty to Str and a -6 penalty to Dex, and have hp equal to 1/10 your max (or your current if you are below 10% hp when you cast this). You may cast spells with somatic components if you succeed on a DC 25 Spellcraft check before casting (you may also spend a week in walking head form practicing casting eight hours each day to essentially learn how to adapt your gestures to the form and thereby forego future rolls for casting in it). You may use wands, staves and rods by clenching them in your teeth and succeeding on a DC 20 Concentration check to speak the command word around them.

This effect is instantaneous, but can be ended at any time. If you return to your body, you may reattach to it as a move action, dispelling the effects of the spell entirely. You may also elect to end the effect without returning to your body by willing your head to be destroyed and reformed on your body. If you destroy your head, it takes 1d10 minutes for your head to regrow attached to your body during which time you are unconscious and cannot be woken. If your caster level is 5 or higher, you may destroy your body and have it reform attached to your head over 1d10 hours, during which time you must rest as if you were healing. Your head or body will reform in the exact condition it was in when you ended this spell--if your body was poisoned, it will still be suffering the effects of the poison, if damaged, it will still be damaged, and so on, unless it has been cured, healed, or otherwise remedied, and the same for your head. If your body has been destroyed between your casting the spell and ending it, you cannot reform it.

If you prepare Walking Head as a third level spell, you may cast it as an immediate action when you would otherwise be killed. If you do so, your head immediately detaches and moves up to 10' away from your body, but has only a single hit point until you have a chance to heal, at which point you will heal to 10% of your normal maximum hp.

(Need something about creating bodies you can pilot...)
_________________
Dean, on Paranoia wrote:
The book is a hardbound liars paradox.


Winnah wrote:
No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.


FrankTrollman wrote:
In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.


Last edited by Prak on Mon Apr 27, 2015 10:57 pm; edited 1 time in total
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Prak
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Joined: 07 Mar 2008
Posts: 16026

PostPosted: Fri Jun 12, 2015 1:59 am    Post subject: Reply with quote Add User to Ignore List

Feat: Totemic Power
You are linked to a sort of animal and able to use it's iconic abilities.
Benefit: Select one of the following animals. You gain the stated abilities. This choice is permanent and cannot be changed.
  • Bat/Bird: You can turn your arms turn into large wings as a full round action at will. They grant you a 30 ft Fly speed with Average maneuverability, but you are limited to a light load, and cannot use spells, abilities, activated items, or attack. At 3rd level, the action limitation is lifted, and at 6th level your flight speed increases to 60 ft (Good). When your arms change, your feet also change into large opposable talons capable of lifting and holding objects and giving you a 1d6 Claw attack.
  • Cat: Your lower arms and legs are covered in cat-like fur and you have retractable Claws that deal 1d4 damage. You also gain the Pounce and Rake abilities.
  • Crocodile: You are a staggeringly large specimen of your race, standing around the upper bounds of your size category, and considered to be one size larger for all rolls. You also have thick scaly hide, which gives you natural armour equal to your Con mod, and a bite attack which deals 1d8 damage.
  • Lizard: You have scaly skin, a thick tail, and sharp teeth and claws, granting you a +1 natural armour, a 1d4 claw attack, 1d6 bite attack and a 1d6 tail slap attack. You also have remarkable regenerative ability, your natural healing occurring at double the normal rate and you are able to regrow lost limbs over a day.
  • Rhinoceros: You are are both tall and quite stout for your race, pushing the upper bounds of your size category, and considered to be one size larger for all rolls. You also have a large horn emerging from your brow, which gives you a Gore attack dealing 1d8 damage, and the Powerful Charge ability, dealing 2d8 damage.
  • Snake: You gain a pair of fangs which grant you a 1d6 Bite attack, as well as poison as a venomous snake (injury; save Fort DC 10+half your HD+Con Mod; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save.)
  • Spider: You gain the Web ability of a spider of your size. In addition to throwing nets with this ability, you may also, at will, as a swift action, create webbing ropes that are identical to silk rope, save that they disintegrate after a number of hours equal to your Con mod. These webbing ropes may be used like a grappling hook, except that you may make a ranged touch attack roll instead of Use Rope, and any failure indicates you missed entirely. You also gain a climb speed equal to your land speed.

Special: You may take this feat multiple times, each time choosing a new animal.

Am I missing any other major animal-super powers?


Feat: Cosmic Support
You are a conduit for the power of the cosmos, and it sustains you as one might maintain and protect a valuable tool.
Benefit: You are immune to disease and poison, as well as the effects of extreme environment such as extremely cold or hot temperatures (but not fire or cold damage from attacks), and drowning and suffocation. You may also fly in a vacuum at a speed equal to your land speed with perfect maneuverability.

Feat: Cosmic Awareness
The power of the cosmos awakens within you special sensory abilities. You can see auras that are given off by the energies which compose the multiverse.
Prerequisites:
Benefit: You gain the ability to use 1st level "Detect" spells as spell like abilities. These are usable at will, and you may maintain a number of them equal to your Int or Cha mod at once. However, while maintaining multiple Detections, you can only glean the information you would receive from 1 round of concentration, and must focus on a single one to gain more information.

Feat: Cosmic Control
You may channel the energies of the cosmos into a powerful blast.
Prerequisites: Cosmic Support, Cosmic Awareness
Benefit: As an attack action, you may fire a blast of untyped energy from your hand. These blasts deal 1d6 damage, plus 1d6 per three character levels.
_________________
Dean, on Paranoia wrote:
The book is a hardbound liars paradox.


Winnah wrote:
No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.


FrankTrollman wrote:
In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.


Last edited by Prak on Fri Jun 12, 2015 3:54 am; edited 2 times in total
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Prak
Serious Badass


Joined: 07 Mar 2008
Posts: 16026

PostPosted: Fri Jun 12, 2015 8:01 pm    Post subject: Reply with quote Add User to Ignore List

Paragon

There are those who exhibit an iconic set of powers which renders them as unto gods. They are akin to mortals, but greater. The paragon is this sort of being, able to run faster than any man, withstand hails of arrows, toss wagons with ease and leap towers.

Some posit these beings come from alternate planes, either ones where these powers are common, or that there is some strange energy not present in their plane which unlocks these powers in them when they come to this plane. Some paragons claim divine parentage, or patronage, or to be the result of divine artifice. Still others have created their own power, constructing powerful magical enchantments and binding them to their own bodies.

Opinions of Paragons vary, largely depending on what they do with their power. Paragons who seek to use their power to subjugate and dominate lesser beings are hated, and considered to be even worse than those who use magic and other external abilities to do so. Those who take on the role of protectors and crusdaders for good are often hailed as heroes, but there are those who fear they will turn bad, whether due to temptation to misuse their power, or because they were acting better than they truly were so work towards domination.

Role: Paragons are highly focused on combat, physically mighty things that can cross large distances in short periods of time and withstand a large degree of physical punishment. They are also good for new players, as their abilities are largely innate and passive, with a few extra abilities that give options beyond hitting things with a weapon.
Alignment: Many of the best known paragons are Good, but nothing requires, or even encourages them to be.
Races: Though paragons often claim to be born of the gods, or interplanar immigrants, they usually display remarkable similarity to humans, elves and other races, even being able to mate with them with little concern. Paragons can be any race.

Starting Age and Wealth: As Fighter

Hit Die: d10
Full BAB
Good Fort and Ref saves


Class Skills:
The Paragon's class skills are Acrobatics (Dex), Craft (Int), Diplomacy (Cha), Disguise (Cha), Fly (Dex), Intimidate (Cha), Profession (Wis) and Sense Motive (Wis).
Skill Ranks Per Level: 4+Int Mod


LevelSpecial]
1 Faster Than A Speeding Bolt (+10 ft), Super Senses, +2 Str, Damage Reduction (Adamantine, Starmetal or Magic), Longevity
2 Paragon Sphere, Tower Leaping, +2 Str
3 Limited Flight, +10 ft, +2 Str
4 Paragon Sphere, +2 Str
5 +10 ft, +2 Str, Damage Reduction (Adamantine and Magic, or Starmetal)
6 Paragon Sphere, +2 Str
7 True Flight, +10 ft, +2 Str
8 Paragon Sphere, +2 Str
9 +10 ft, +2 Str
10 Paragon Flight, Paragon Sphere, +2 Str, Damage Reduction (Starmetal and Magic)


Weapon and Armor Proficiencies: Paragons are proficient in all Simple and Martial Weapons, as well as all Armors and Shields. They may also select a single Exotic Weapon to be proficient in.

Faster Than A Speeding Bolt (Ex): Paragons base movement speed is increased by 10 ft. This increases by another 10 ft every two levels.

Super Senses (Ex): The paragon's senses are so finely tuned they can hear religious services from the tavern while they're doing something better. They receive a enhancement bonus to Perception rolls equal to their class level, minimum +2. They also gain Low Light Vision and Darkvision out to 30'. At 3rd level, their darkvision extends to 60' and at 6th to 120'.

Ability Increases: Paragons got their name largely from their tremendous strength. At every level, paragons strength increases by 2.

Damage Reduction: The Paragon is remarkably resilient, able to withstand barrages of arrows without flinching, and eventually the attacks of siege engines. The paragon has a Damage Reduction equal to their character level plus their con mod, overcome by any weapon which is adamantine, starmetal or magic. At fifth it is beaten by weapons which are enchanted adamantine or starmetal. At tenth level, this damage reduction can only be overcome by weapons which are starmetal and enchanted. When the paragon reaches 17 HD, their damage reduction can only be overcome by epic starmetal weapons.

Longevity: Paragons are broadly similar to their mundane cousins, but greater in every way. As part of that, they live truly incredible lengths of time. Multiply the years to enter each age category of the paragon's race by ten. An elven paragon, for example, enters middle age at 1750 years old and venerable age at 3500 years. Multiply maximum ages by ten as well, so the same elven paragon would roll 4d%x10 upon entering venerable age, with the potential to live 7500 years.

Paragon Sphere: Each Paragon has slightly different powers beyond strength, speed and invulnerability. One might demonstrate fiery rays from their eyes and cold breath weapons, while another might force people to tell the truth or have a suite of electrical abilities. At every even level, the paragon chooses a sphere. While technically they might choose any sphere, several particularly appropriate spheres are included after the class.

Tower Leaping (Ex): Paragons at second level gain the ability to leap great distances. They have a competence bonus to Acrobatics equal to their class level and may use their strength bonus for jumping.

Limited Flight (Ex): At third level, the paragon gains a limited form of flight. They may fly at a speed equal to their land speed with average maneuverability. They may not carry greater than a light load while flying. The paragon may have wings, but it is not necessary, nor is it necessary for the wings to be on their back or any particular proportion. A paragon may have wing-like ears, wings on their ankles, large feathered wings on their back, small bat wings, or anything of the sort, without affecting their ability to fly.

True Flight (Ex): At seventh level, the paragon's flight has improved. They now fly at twice their land speed with Good maneuverability and may fly with up to a heavy load.

Paragon Flight (Ex): At tenth level, the paragon's flight is flawless. Their flight speed increases to four times their land speed with Perfect maneuverability, and they may fly while carry any load lighter than their Push/Drag load.

Paragon Spheres
Paragons, while they display a certain variety of possible side powers, are decently limited compared to demons and celestials. The following are some of the more appropriate spheres for a Paragon to choose from.

Storm
Granted Power: You may channel the power of storms into your melee attacks. Any melee or thrown weapon you wield deals Sonic damage instead of bludgeoning/slashing/piercing.
1st: Shocking Grasp
3rd: Gust of Wind
5th: Lightning Bolt
7th: Ice Storm
9th: Call Lightning Storm
11th: Chain Lightning
13th: Control Weather
15th: Whirlwind
17th: Tsunami
19th: Winds of Vengeance

Prime
Granted Power: You have the ability to see through barriers. Any barrier that is less than 5' thick per hit die blocks line of effect but not line of sight, and for all visual purposes may as well be invisible to you. This ability cannot see through adamantine or starmetal of any thickness. You are also powered by the sun and immune to the harmful effects of any Light effect.
1st: Mage Armor
3rd: Gust of Wind
5th: Scorching Ray
7th: Stoneskin
9th: Cone of Cold
11th: Transformation
13th: Finger of Death
15th: Iron Body
17th: Firestorm
19th: Mage's Disjunction

Arbiter
Granted Power: You are immune to fear effects
1st: Remove Fear
3rd: Zone of Truth
5th: Heroism
7th: Discern Lies
9th: Mark of Justice
11th: True Seeing
13th: Dictum
15th: Shield of Law
17th: Heroic Invocation
19th: Overwhelming Presence

Sanctum
Granted Power: You may perform a 24 hour ritual to claim a place as your Sanctum. From that point on, until you claim a new sanctum, when you are in your sanctum you gain a +1 bonus to BAB, Saves, Caster Level, and benefit from abilities which scale to character level as if you were one level higher.
1st: Obscuring Mist
3rd: Consecrate/Desecrate
5th: Tiny Hut
7th: Secure Shelter
9th: Hallow/Unhallow
11th: Guards and Wards
13th: Permanent Magnificent Mansion*
15th: Mage's Private Sanctum*
17th: Greater Create Demiplane**
19th: Widened Dimensional Lock
*The paragon may create a permanent magnificent mansion in a fixed place. Using this spell like ability after the mansion has been established creates a portal to the mansion that lasts as long as the typical spell would. The size of the mansion automatically upgrades as the paragon increases in level. If the paragon uses Mage's Private Sanctum on their magnificent mansion, the effect is permanent.
** Like Magnificent Mansion, the paragon creates a single demiplane. Each use of this spell like ability thereafter allows them to travel to their demiplane as if using Planeshift.

Sea
Granted Power: You have the Aquatic subtype and the amphibious special quality, as well as a swim speed equal to twice your land speed. If you already have a swim speed, use the better of the two speeds and increase it by 30'. If you already have the Aquatic subtype, you are immune to pressure damage from deep water.
1st: Endure Elements
3rd: Form Small Water Elemental (as Summon Nature's Ally II, but water elemental only, and is a standard action with 7 gallons/1 cubic foot of water, or a full round action without)
5th: Water Walk
7th: Freedom of Movement
9th: Commune With Water (as Commune With Nature, but only works with aquatic settings)
11th: Form Huge Water Elemental (as Form Small Water Elemental, but requires 7.5k gallons/10 cubic feet of water)
13th: Form Greater Water Elemental (17.k gallons/13 cubic feet of water)
15th: Seamantle
17th: Tsunami
19th: Elemental Swarm (Water only)

Density
Granted Power: You can control your density to the extent that you can alter your weight by up to 25% up or down as an immediate action.
1st: Enlarge/Reduce Person
3rd: Levitate
5th: Gaseous Form
7th: Stoneskin
9th: Passwall (the Sp does not create a passage, but allows the user to move through stone with the same depth limitations.
11th: (need to find something)
13th: Etheral Jaunt
15th: Iron Body
17th: Etheralness
19th: Gate (Travel mode only, self only, transitive planes only)

Martian Manhunter's Shifting sphere is going to be very different between D&D and PF, and it's going to take some finagling for PF.

Shifting
Granted Power: Nearly every level gives you multiple spell likes with shared uses. Shifting has no Granted Ability.
1st: Enlarge/Reduce Person
3rd: Alter Self
5th: Monstrous Physique I/Beast Shape I/Undead Anatomy I
7th: Beast Shape II/Elemental Body I/Monstrous Physique II/Vermin Shape I
9th: Beast Shape III/Elemental Body II/ Monstrous Physique III/Plant Shape I/Undead Anatomy II/Vermin Shape II
11th: Beast Shape IV/Elemental Body III/Form of the Dragon I/Monstrous Physique IV/Plant Shape II/Undead Anatomy III/
13th: Elemental Body IV/Form of the Dragon II/Giant Form I/Plant Shape III
15th: Form of the Dragon III/Giant Form II/Undead Anatomy IV
17th: Fiery Body/Iron Body/Ice Body
19th: Shapechange

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_________________
Dean, on Paranoia wrote:
The book is a hardbound liars paradox.


Winnah wrote:
No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.


FrankTrollman wrote:
In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.


Last edited by Prak on Fri Jun 19, 2015 11:22 pm; edited 5 times in total
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radthemad4
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Joined: 18 Nov 2013
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PostPosted: Fri Jun 12, 2015 8:59 pm    Post subject: Reply with quote Add User to Ignore List

Tvtropes defines Flying Brick as: Flight + Super Strength + Nigh-Invulnerability + miscellaneous.

I don't think you should bake stuff like heat vision and deep breath into the class. Letting them choose from an assortment of level appropriate powers would make this work for Superman, Wonderwoman, (Not) Shazam, Martian Manhunter, Starfire, Darkseid, Orion or whatever.


Last edited by radthemad4 on Fri Jun 12, 2015 9:01 pm; edited 2 times in total
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Prak
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PostPosted: Fri Jun 12, 2015 10:01 pm    Post subject: Reply with quote Add User to Ignore List

Good point. That makes me more inclined to make it a prestige class, something you can add to anything to make them bricky.
_________________
Dean, on Paranoia wrote:
The book is a hardbound liars paradox.


Winnah wrote:
No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.


FrankTrollman wrote:
In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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radthemad4
Duke


Joined: 18 Nov 2013
Posts: 2015

PostPosted: Fri Jun 12, 2015 11:10 pm    Post subject: Reply with quote Add User to Ignore List

Prestige class seem like a good idea. You might want to stat out some uber alien races (Kryptonian, Martian, New God, Asgardian, Saiyan, etc*). Koumei's approach to Space Marines, Battle Sisters and Assassins (see page 67) might work here, where they start off at higher levels.

*Loosely inspired by. Literally translating stuff like how much they can lift to ability scores would probably make them too high level to be playable at all.


Last edited by radthemad4 on Fri Jun 12, 2015 11:38 pm; edited 2 times in total
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PostPosted: Sat Jun 13, 2015 11:36 am    Post subject: Reply with quote Add User to Ignore List

I want to put in some races, yeah. I'll probably put in some manner of robot, not sure what else would be good. Could see a martian, but basically it'd just be at will Polymorph and some kind of fucked up density altering power, so that would be difficult to make it playable at any reasonable level.

If I do a Kryptonian or Asgardian, it basically obviates the point of the Paragon class. An Asgardian has the same power set as a Kryptonian, less the heat vision and super breath, and a Martian is the same as a Kryptonian just plus shapeshifting.

Could do an atlantian. Namor is a Paragon, but the whole aquatic power set is workable as a first level character. Then I guess Aquaman has a feat or something.

Hell, I suppose I could do a beastman race that goes a bit further than just having the Animal Totem feat.

Hmm.... I might be able to work out some kind of X-Men style mutant race using spell likes and a sphere or something.
_________________
Dean, on Paranoia wrote:
The book is a hardbound liars paradox.


Winnah wrote:
No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.


FrankTrollman wrote:
In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Prak
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PostPosted: Sun Jun 14, 2015 10:50 am    Post subject: Reply with quote Add User to Ignore List

Paragon is mid-rewrite. Suggestions and critiques are welcome.
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Dean, on Paranoia wrote:
The book is a hardbound liars paradox.


Winnah wrote:
No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.


FrankTrollman wrote:
In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Prak
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Joined: 07 Mar 2008
Posts: 16026

PostPosted: Mon Jun 15, 2015 4:46 am    Post subject: Reply with quote Add User to Ignore List

I'm a little iffy on the strength increases and whether they're really enough at low level, but other than that, and writing another sphere or two, I think paragon is probably good at this point. Maybe I'll poach a Speedster ability or two to make use of speed, but that's it.
_________________
Dean, on Paranoia wrote:
The book is a hardbound liars paradox.


Winnah wrote:
No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.


FrankTrollman wrote:
In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Prak
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Joined: 07 Mar 2008
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PostPosted: Tue Jun 16, 2015 4:09 am    Post subject: Reply with quote Add User to Ignore List

Race: Atlantean

The Atlantean empire was once the greatest power in the material plane, but a great cataclysm befell the sprawling kingdom, sinking it beneath the waves. The empire's wizards worked a mighty ritual that infused it's people--or at least the elite chosen of it's people--with the strength and fortitude to live in their new marine home. Deep within the sunken ruins of their once proud crystal spires the atlanteans continue to maintain their libraries of arcane might, carefully preserved with spellwork and added to with new methods of recording the written word.

Now the Atlanteans, millennia past since they sank, war with sea elves and sahuagin alike and jealously protect their aquatic realm, and treat all threats to the oceans as acts of war by the surface races--who often know nothing of the havoc they wreak on the fragile ecosystem on the sea floor.

On land, atlanteans are visually very similar to humans, broadly speaking. However, their feet are somewhere inbetween humanoid feet and fins, the toes long and clawed with webbing between which contracts when not swimming to give the feet the appearance of simply being long, slightly scaled and clawed. Their hands have more webbing between the digits than those of humans, but it stops short of the first knuckle. Most notable, however, are the dramatically arched eyebrows and their gills. Sitting just behind the jaw, the gills of atlanteans allow them to be truly amphibious, able to breath air and water with equal ease.

An atlantean in water shows even more dramatic differences, however. Large fins slide out of natural sheathes on their spines, the back of their calves and the edges of their forearms, and their skin changes in both texture and color, taking on a blue-grey tinge as small scales spread over them.

Atlanteans are powerful swimmers, but have lost no speed on land, and have taken advantage of this unsuspected fact to slaughter trespassers who thought themselves safe on dry land or the docks of their ships.

Atlantean Racial Traits
  • +2 str, +2 Int, -2 cha. Atleantean society was, and remains, a lofty magocracy which exalts the natural high intellect of Atlanteans and which allowed their biomancers to work a ritual which strengthened their bodies to adapt them to their new sunken home, but have developed a staunchly xenophobic philosophy which makes them cold and forbidding to all other races, and even each other as they have never entirely ruled out the possibility that an internal saboteur sank their mighty kingdom.
  • Atlanteans are Medium Humanoids with the Aquatic and Amphibious subtypes. This allows them to breath both water and air with equal ease.
  • Base speed 30 ft, Swim 50 ft.
  • Atlanteans swim speeds give them a +8 racial bonus to swim checks.
  • Low Light Vision
  • Pressurized Bodies: Atlanteans are magically adapted to the depths, able to dive far deeper than other races and quite resilient to the ravages of those depths. When diving, Atlanteans take damage for every 200' below the surface they are, and take half of the damage rolled beyond that (roll 1d6 per 200' as "normal," but divide in half). This adaptation also gives Atlanteans a +4 to all saves made against Water and Cold spells.
  • The proud magocratic traditions of Atlantis make all Atlanteans familiar with magic, making Spellcraft and Knowledge (Arcane) class skills regardless of class and giving them a +2 racial bonus to both skills.
  • Weapon Familiarity: Atlanteans have taken to the harpoon and nets as racially favoured weapons, and treat the weapons as martial for proficiency purposes.
  • Favoured Class: Wizard and Barbarian


Feels like Atlanteans need a bit more.
_________________
Dean, on Paranoia wrote:
The book is a hardbound liars paradox.


Winnah wrote:
No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.


FrankTrollman wrote:
In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.


Last edited by Prak on Tue Jun 16, 2015 4:13 am; edited 1 time in total
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Prak
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PostPosted: Tue Jun 16, 2015 10:21 am    Post subject: Reply with quote Add User to Ignore List

Race: Constructoid
A surprisingly common phenomena in the world of magic is unique magical constructs made by mad wizards. Frequently driven to despair by their isolation, these artificial beings often destroy their creator in a rage. Some constructoids never move past their blind hatred of the men (it's almost always men) who created them and apply this more generally to all living creatures and carry a blind vendetta against natural life. Others either snap out of their rage before killing their creators or get over it once the man is dead, and go on to seek redemption or just try to do good.

Constructoids tend to individually be the only one of their kind, given their tendency to destroy their creators before the men can make more. Strangely, this uniqueness gives them a shared experience with one another that allows them to find common ground and come together to form a support network if not a society.

Many also search for what it means to be alive and intelligent. While there is a broad variety in appearances and abilities amongst Constructoids, these common quests bind them together enough to serve as an ad hoc society.

Constructoid Racial Traits
  • +2 to any two ability scores, -2 to any other. Constructoids are built for a broad variety of purposes.
  • Constructoids are Medium Constructs, and have all the traits of constructs (but see Construct Type Redux below)
  • Base Land Speed 30'
  • Power Source: Each Constructoid has something which powers their bodies and abilities. The nature of this power source confers different abilities:
    • Electricity: The Constructoid has an object in them which generates electricity, and can absorb electricity from external sources as well. They are immune to electricity. In addition, they may convert electricity damage they would take into extra uses of limited use abilities. Whenever the Constructoid would take electricity damage, they gain a number of Energy Points equal to the prevented damage. They may then use these points to gain extra uses of limited use class features by paying EP equal to the class level which gave the feature times 10. So a first level sorcerer spell would be 10 EP, while a ninth level spell would be 170. The Constructoid cannot use features they have not yet gained.
    • Starmetal: The Constructoid is powered by the energy radiated by a piece of starmetal. They may reveal this power source from behind it's shielding to emanate a cone of Starmetal radiation which deals 1 point of damage per turn to those caught within it, or 1d6 damage per turn to those caught within it who are vulnerable to starmetal, including characters with DR overcome by starmetal (including DR overcome by starmetal and something else).
    • Boiler: The Constructoid is powered by steam and has a boiler and fire. They effectively must "eat" by feeding their boiler flame, "drink" to refill their boiler tank, and are at risk of their flame being put out if they are submerged in water. If the Constructoid's flame is put out, they may continue to act normally for a number of rounds equal to half their hit die, and then take partial actions for a further number of rounds equal to half their hit die. If their boiler fire has not been relit at the end of that time, they "run out of steam" and are disabled until relit. However, steam-powered Constructoids can also vent hot steam. This is effectively a Cone of steam 5' long per 5 hit die or fraction thereof, which deals 1d6 fire damage per two hit die. The Constructoid may use this steam weapon once every 1d6 rounds, and may take metabreath feats to modify it.

  • Gimmick: Every Constructoid has either a cantrip that can be used at will or a 1st level spell that can be used once per day as a spell like ability. This can be any Cantrip or 1st level Abjuration, Divination or Evocation spell from the Sorcerer/Wizard spell list.
  • Favoured Class: Any.



(The Construct Redux is just going to be a suggestion to use the Tome construct rules)
_________________
Dean, on Paranoia wrote:
The book is a hardbound liars paradox.


Winnah wrote:
No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.


FrankTrollman wrote:
In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.


Last edited by Prak on Tue Jun 16, 2015 10:23 am; edited 1 time in total
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Prak
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PostPosted: Thu Jun 25, 2015 10:03 am    Post subject: Reply with quote Add User to Ignore List

Travel Sphere
Granted Ability: You are never forced to make a constitution check to continue traveling after eight hours. Traveling for any length of time never itself deals damage to you (you still suffer from environmental effects) and automatically succeed any concentration checks you would need to make from travel. You may also make double moves as move actions and have the Run feat.
1st: Endure Elements
3rd: Dark Way (SpC)
5th: Phantom Steed
7th: Freedom of Movement
9th: Planar Tolerance (SpC)
11th: City Stride (RoD), Plane Shift
13th: Greater Teleport
15th: Excavate (SpC)
17th: Word of Recall
19th: Gate
_________________
Dean, on Paranoia wrote:
The book is a hardbound liars paradox.


Winnah wrote:
No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.


FrankTrollman wrote:
In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Prak
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Joined: 07 Mar 2008
Posts: 16026

PostPosted: Sun Mar 27, 2016 7:44 am    Post subject: Reply with quote Add User to Ignore List

Mantle of Webs
(AKA: the Greater Cloak of Arachnida)

At first you mistake this item for a veil of cobwebs stretched over the rack it hangs from. With closer, magically aided inspection, you realize that while it looks like cobwebs, it is much stronger, a cloth of lace with the appearance and texture of cobwebs, but the resilience of steel.

The mantle of webs allows the user to use the web ability of a monstrous spider one size larger than them, including the 8/day limit and the ability to create sheet webs (this takes ten minutes of work and does not count against daily uses of the thrown net web). In addition, three times per day, the wearer may cast Spiderskin on themselves as a swift action with a caster level equal to their character level.

While wearing the mantle of webs, the wearer is unimpeded by webs of any sort, and may walk and crawl along webbing as if under the effects of the spell Spider Climb.

A caster may renew uses of the mantle's web ability or Spiderskin by expending spell slots. Each spell slot expended this way recharges half its level in uses of either the web ability or Spiderskin.
Faint Transmutation; CL 5; Craft Wondrous Item, web, spiderskin; Price 23,400 gp; Weight 5 lb.
_________________
Dean, on Paranoia wrote:
The book is a hardbound liars paradox.


Winnah wrote:
No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.


FrankTrollman wrote:
In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Prak
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Joined: 07 Mar 2008
Posts: 16026

PostPosted: Sun Apr 16, 2017 10:38 pm    Post subject: Reply with quote Add User to Ignore List

Planeswalker [Template]
Planeswalker is an acquired template which may be added to any creature which could be subject to the spell Resurrection (but not True Resurrection) and which has an intelligence of 3 or higher.
A planeswalker retains all their original statistics and special abilities, gaining the following.
Size and Type: The creature's size and type are unchanged, but they gain the (planeswalker) subtype.
Hit Dice: The creature's hit dice are unchanged, but they do gain more hit points from their bonus feat Improved Toughness.
Special Abilities: The creature gains the following special abilities:
Planeswalk: The iconic ability of the planeswalker is their ability to enter the Blind Eternities and walk to another plane of existence. This takes hardly any time, up to a handful of minutes for particularly far away planes, but in general is fairly quick, taking only 1d6 rounds unless ruled otherwise. This functions as the spell Plane Shift, save that planeswalking to a well known location is possible, and planeswalkers are limited to moving themselves and whatever they are carrying. They cannot bring other people with them unless those other beings have their own planar travel ability, in which case a planeswalker can be "followed." Use the table from Teleport, but even an On Target result deposits the planeswalker 3d20*50' away from their precise intended location. The planeswalker never risks planeswalking into an occupied spot, as they are able to sense the area they will wind up in with a 10' radius of "vision," but can be trapped if the trap is not immediately obvious within that radius. Of course, unless extradimensional travel is blocked in some way, the planeswalker can leave again. This ability can be used at will.
Tap Mana: The other primary benefit of being a planeswalker is the ability to utilize magical energy from other planes. In essence, this allows the planeswalker to ignore Limited, Impeded and Dead magic zones provided they have spent at least an hour attuning to the magical energy of a plane which does not have such a trait (or with a different form of Impeded or Limited magic).
Detect Magic: Planeswalkers have an innate ability to detect and read magic to at least some extent. Certain planeswalkers may have greater ability, but all can at least use Detect Magic as a spell like ability with a caster level equal to their HD or Class level at will.
Abilities: When a planeswalker's spark ignites, they become a little better in all areas, but a planeswalker who isn't particularly strong won't be as strong as one who was a world class weight lifter before their own spark ignited, and they may still be outclassed by a mortal strongman. Increase the planeswalker's ability scores as follows, in order of highest to lowest score: +6, +4, +4, +2, +2.
Feats: Planeswalkers are all at least moderately more resilient than the average member of their race, gaining Improved Toughness as a bonus feat.
CR: No Modification. An enemy with the Planeswalker template is only moderately stronger in ability scores and hp, and has increased ability to flee danger.
Level Equivalency: At most 1. Ideally, all characters in a party should be planeswalkers, in which case, there will be no power discrepancy from this template.




I've been toying with this idea a bit. I think this covers planeswalking pretty well. Thoughts?
_________________
Dean, on Paranoia wrote:
The book is a hardbound liars paradox.


Winnah wrote:
No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.


FrankTrollman wrote:
In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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