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Ah'rem: where things are subtle

Started by SilvercatMoonpaw, July 30, 2006, 07:38:56 PM

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SilvercatMoonpaw

Quote from: Golem011
QuoteAh-ha grew board with the worlds of others, worlds that were focused purely upon power. Myths of heroes who travel to other worlds mention these domains of war and destruction, where mages scour the landscape with their useless battles and the people think nothing of it so long as magic can make anything they desire.
No, no, he he grows pieces of wood for use in construction. :hammer: To all those of you who bash WotC for having errors:  :stupid: This is what happens when you use spellcheck.

You can make whatever you want.  Just be aware that I do have some themes going, and I can't guarantee anything you make will be accepted.  Think things like Tibetian monestaries, Mexican bandits, African kingdoms, and that really cool mist that's always hanging over London at just the right time of night.
I'm a muck-levelist, I like to see things from the bottom.

"No matter where you go, you will find stupid people."

SilvercatMoonpaw

Okay, I made nice tables for the witch and trickster.
I'm a muck-levelist, I like to see things from the bottom.

"No matter where you go, you will find stupid people."


SilvercatMoonpaw

Some ideas for the Death Master (aka Necromancer):
Undead Servant
Life Apostasis (gains minor undead traits)
Rebuke/Command Undead
Pre: Knowledge (coded magic) 9, Knowledge (esoteric lore) 1, Heal 9

Some ideas for Blaster (the damage caster):
Evasion
Improved Evasion
Weapon Focus (ray)
Pre: Combat Casting
I'm a muck-levelist, I like to see things from the bottom.

"No matter where you go, you will find stupid people."

Wensleydale

Can I do the blaster? PWEASE? :D

SilvercatMoonpaw

Quote from: Golem011Can I do the blaster? PWEASE? :D
Allright, go ahead.  Just remember to give it good (that's +2 to +12 progression) Reflex saves.  I'll try working on the Death Master myself.
I'm a muck-levelist, I like to see things from the bottom.

"No matter where you go, you will find stupid people."

SilvercatMoonpaw

Some things about submitting monster to this thread:
I will be the one doing minotaurs.
You may do lesser dragons, but leave the true dragons to me.
Do not suggest that a monster is pre-disposed toward any kind of cruel, war-like, or otherwise just plain EVIL behavior unless you make it VERY clear that this is the result of someone putting a compulsion in their genes or something to make them be that way.
Do not give them any traits that cannot be explained by being born that way.  Culture is now independant of race/species.
"Lycanthropes" now follow a new model, leave them to me as well.

I'm sorry if I sound very picky, but I'm trying to get away form the "monsters are always X" that appears in EVERY monster entry.
I'm a muck-levelist, I like to see things from the bottom.

"No matter where you go, you will find stupid people."

Wensleydale

Heh heh. Okay. I'll write something up in a bit, just after I've finished my druid...

SilvercatMoonpaw

A quick overview on elements in this setting:
I decided to go more Chinese: earth, fire, water, wood, and metal.  I don't know why, I guess I just think it would be fun and a nice change from the "classical" four boring.  In addition I keep air (because I might as well keep the air spells) and add shadow (because it needs some lovin).
Now according to Chinese tradition each element can beat another: metal beats wood beats earth beats water beats fire beats metal.  Air and shadow both beat each other.  If you go in reverse you have what each element is resistant to.

Damage: magically all elements deal damage, which is elemental/energy merged (basically consider it all elemental energy rather than energy being separate from element).  Some elements just deal obvious damage: earth, fire, water, wood.  However, metal deals electricity damage, air deals sonic damage, and shadow deals cold damage.
I'm a muck-levelist, I like to see things from the bottom.

"No matter where you go, you will find stupid people."

Wensleydale

The Blaster (Warmage)

 The Blaster is a mage who has unlocked the door that stands between most casters and harming others... the wall which blocks magical damage. They can do all the things other casters cannot... throw fireballs, fire rays of searing light, discharge bolts of lightning. Truly, the Blaster is a dangerous opponent.

 Hit die: D6.
 
 Requirements
 Skills: Spellcraft 8, Access to 4th level Coded Spells.
 Feats: Combat casting.

 Class Skills
The Blaster's class skills (and the key ability for each skill) are Concentration (CON), Knowledge (All skills taken individually) (INT), Jump (STR), Ride (DEX), Spot (SEN), Intimidate (CHA), Spellcraft (INT), Tumble (DEX).

[table The Blaster]
[tr][th]Level[/th][th]BAB[/th][th]Fort[/th][th]Ref[/th][th]Will[/th][th]Special[/th][th]Spells/Day[/th][/tr]
[tr][th]1[/th][td]+0[/td][td]+0[/td][td]+2[/td][td]+0[/td][td]Weapon Focus (Ray), Blast 1D6[/td][td]+1 Level of existing spellcasting class[/td][/tr]
[tr][th]2[/th][td]+1[/td][td]+0[/td][td]+3[/td][td]+0[/td][td]Uncanny Dodge[/td][td]+1 Level of existing spellcasting class[/td][/tr]
[tr][th]3[/th][td]+2[/td][td]+1[/td][td]+3[/td][td]+1[/td][td]Evasion, Blast 2D6[/td][td]+1 Level of existing spellcasting class[/td][/tr]
[tr][th]4[/th][td]+3[/td][td]+1[/td][td]+4[/td][td]+1[/td][td]Split Blasts +1[/td][td]+1 Level of existing spellcasting class[/td][/tr]
[tr][th]5[/th][td]+3[/td][td]+1[/td][td]+4[/td][td]+1[/td][td]Blast 3D6[/td][td]+1 Level of existing spellcasting class[/td][/tr]
[tr][th]6[/th][td]+4[/td][td]+2[/td][td]+5[/td][td]+2[/td][td]Split Blasts +2[/td][td]+1 Level of existing spellcasting class[/td][/tr]
[tr][th]7[/th][td]+5[/td][td]+2[/td][td]+5[/td][td]+2[/td][td]Improved Uncanny Dodge, Blast 4D6[/td][td]+1 Level of existing spellcasting class[/td][/tr]
[tr][th]8[/th][td]+6[/td][td]+2[/td][td]+6[/td][td]+2[/td][td]Split Blasts +3[/td][td]+1 Level of existing spellcasting class[/td][/tr]
[tr][th]9[/th][td]+6[/td][td]+3[/td][td]+6[/td][td]+3[/td][td]Blast 5D6[/td][td]+1 Level of existing spellcasting class[/td][/tr]
[tr][th]10[/th][td]+7[/td][td]+3[/td][td]+7[/td][td]+3[/td][td]Split Blasts +4, Improved Evasion[/td][td]+1 Level of existing spellcasting class[/td][/tr]
[/table]

 Weapon and Armour Proficiency: The blaster gains no proficiencies with any weapons or armour.
 
 Weapon Focus (Ray): At 1st level, the blaster gains Weapon Focus (Ray) as a bonus feat.

 Blast (Su): At first level, and increasing by 1D6 every other level thereafter, the Blaster gains the ability to convert his spells into raw elemental energy. He may use one of his spells/day to use this ability, which manifests as a ray of the chosen element. The elements are: (insert them here.)

 Split Blast: At 4th level, the Blaster gains the ability to split his blast into two. The amount splittable increases every even level thereafter. He can hit multiple opponents with his blast, but none of them can be more than 30ft apart. He can deal as many dice as he wishes to each opponent, but cannot deal less than one (obviously.)
For instance, Hendrem is a level 8 blaster. He can split his blast into four, and can deal 4D6 damage. However, he instead chooses to split it into two. He hits both with his ray attacks, and deals 1D6 to one and 3D6 to another.

 Evasion (Ex): At 2nd level and higher, a Blaster can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the blaster is wearing light armor or no armor. A helpless blaster does not gain the benefit of evasion.

Improved Evasion (Ex): This ability, gained at 10th level, works like evasion (see above). A blaster takes no damage at all on successful saving throws against attacks that allow a Reflex saving throw for half damage. Whatâ,¬,,¢s more, she takes only half damage even if she fails her saving throw.

SilvercatMoonpaw

It sounds like you've had some interesting ideas.  I hope you know what you're doing giving them a wizard's BAB.  I would personally take out the good Will save and give them a cleric BAB so that their touch range spells hit better.  Also it would tie into my theme of "the more powerful you are, the less you use your mind and the worse its gets".  Skills should include Jump, Ride, Spot, and Intimidate, but the Knowledge skills should be limited (this guy is a walking gun, not a scholar).
The prereqs should include access to 4th level coded magic, since I intend only professional mages to be able to become this.
Your Blast ability intrigues me, and I look forward to seeing more.
I'm a muck-levelist, I like to see things from the bottom.

"No matter where you go, you will find stupid people."

Wensleydale

There we go. BAB/Class skills/Saves updated.

SilvercatMoonpaw

Allright, good work.  Looks fine (I still think it has too many knowledge, but that's just me).

Here's my necromancer type prestige class, which I've gotten a brain storm on so I can't tell what I'm going to name it.
Pre:
Spellcasting: Access to 1st level spells.
Skills: Knowledge (coded magic) 9, Knowledge (esoteric lore) 1, Heal 9

[table=(Necromancer)]
[tr][th]Level[/th][th]BAB[/th][th]Fort[/th][th]Ref[/th][th]Will[/th][th]Special [/th][th]Spellcasting[/th][/tr]
[tr][th]1[/th][td]+0[/td][td]+2[/td][td]+0[/td][td]+2[/td][td]Paralytic Attack[/td][td]+1 Level of Existing Spellcasting Class[/td][/tr]
[tr][th]2[/th][td]+1[/td][td]+3[/td][td]+1[/td][td]+3[/td][td]Undead Servants[/td][td]+1 Level of Existing Spellcasting Class[/td][/tr]
[tr][th]3[/th][td]+1[/td][td]+3[/td][td]+1[/td][td]+3[/td][td]â,¬'[/td][td]+1 Level of Existing Spellcasting Class[/td][/tr]
[tr][th]4[/th][td]+2[/td][td]+4[/td][td]+2[/td][td]+4[/td][td]Crippling Strike[/td][td]+1 Level of Existing Spellcasting Class[/td][/tr]
[tr][th]5[/th][td]+2[/td][td]+4[/td][td]+2[/td][td]+4[/td][td]â,¬'[/td][td]+1 Level of Existing Spellcasting Class[/td][/tr]
[tr][th]6[/th][td]+3[/td][td]+5[/td][td]+3[/td][td]+5[/td][td]â,¬'[/td][td]+1 Level of Existing Spellcasting Class[/td][/tr]
[tr][th]7[/th][td]+3[/td][td]+5[/td][td]+3[/td][td]+5[/td][td]â,¬'[/td][td]+1 Level of Existing Spellcasting Class[/td][/tr]
[tr][th]8[/th][td]+4[/td][td]+6[/td][td]+4[/td][td]+6[/td][td]Create Guardian Undead[/td][td]+1 Level of Existing Spellcasting Class[/td][/tr]
[tr][th]9[/th][td]+4[/td][td]+6[/td][td]+4[/td][td]+6[/td][td]â,¬'[/td][td]+1 Level of Existing Spellcasting Class[/td][/tr]
[tr][th]10[/th][td]+5[/td][td]+7[/td][td]+5[/td][td]+7[/td][td]Failing Systems[/td][td]+1 Level of Existing Spellcasting Class[/td][/tr]
[/table]

Spellcasting: At each level the (necromancer) gains a level in spellcasting from a casting class he already has.  If he does not have any spellcasting classes, he gains spells-per-day as a professional mage of his (necromancer) level, and spells known as given below.

Paralytic Attack (Ex): If a (necromaner) studies an opponent for 3 rounds, they may either make an attack that acts as an assasin's death attack (paralyse only), or use the Aid Another action to allow a comrade to take the same action on their next attack.  This information may only be conveyed to allies adjacent to the (necromancer) or threatening the same target.  The situaitonal requirements still apply (i.e. target must be denied Dex bonus or is flanked).

Undead Servants: The Death Master gains the ability to animate corpses into skeletons and zombies, as per the animate dead spell.

Crippling Strike (Ex): If a (necromaner) studies an opponent for 3 rounds, they may either make an attack that acts as the rogue's crippling strike special ability, or use the Aid Another action to allow a comrade to take the same action on their next attack.  This information may only be conveyed to allies adjacent to the (necromancer) or threatening the same target.  The situaitonal requirements still apply (i.e. target must be denied Dex bonus or is flanked).

Create Guardian Undead: The Death Master gains the ability to animate corpses into ghouls and and mummies, as per the create undead spell.

Failing Systems (Ex): The (necromancer) gains 25% sneak attack and crit resistance, as the light fortification special ability.

[table=(necromancer) Spells Known]
[tr][td]0[/td][td]1st[/td][td]2nd[/td][td]3rd[/td][td]4th[/td][td]5th[/td][td]6th[/td]










(necromancer) Spell list
0
* Daze: Humanoid creature of 4 HD or less loses next action.
* Disrupt Undead: Deals 1d6 damage to one undead.
    * Touch of Fatigue: Touch attack fatigues target.

1st
Deathwatch: Reveals how near death subjects within 30 ft. are.
Detect Undead: Reveals undead within 60 ft.
Hide from Undead: Undead canâ,¬,,¢t perceive one subject/level.

2nd
    * Blindness/Deafness: Makes subject blinded or deafened.
    * Command Undead: Undead creature obeys your commands.
Daze Monster: Living creature of 6 HD or less loses next action. * False Life: Gain 1d10 temporary hp +1/level (max +10).
Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
False Life: Gain 1d10 temporary hp +1/level (max +10).
 * Ghoul Touch: Paralyzes one subject.
Status: Monitors condition, position of allies.

3rd
    * Gentle Repose: Preserves one corpse.
    * Halt Undead: Immobilizes undead for 1 round/level.
Magic Circle against Undead: As protection spells, but 10-ft. radius and 10 min./level.
 * Ray of Exhaustion: Ray makes subject exhausted.
Remove Paralysis: Frees one or more creatures from magical paralysis effect.

4th
* Contagion: Infects subject with chosen disease.
* Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.
# Remove Blindness/Deafness: Cures magical conditions.
# Remove Disease: Cures all diseases affecting subject.

5th
    * Blight: Withers one plant or deals 1d6/level damage to plant creature.
* Symbol of Pain M: Triggered rune wracks nearby creatures with pain.
    * Waves of Fatigue: Several targets become fatigued.

6th
    * Circle of Death M: Kills 1d4/level HD of creatures.
* Eyebite: Target becomes panicked, sickened, and comatose.
    * Symbol of Fear M: Triggered rune panics nearby creatures.
    * Undeath to Death M: Destroys 1d4/level HD of undead (max 20d4).

7th
    * Control Undead: Undead donâ,¬,,¢t attack you while under your command.
Symbol of Stunning M: Triggered rune stuns nearby creatures.
    * Symbol of Weakness M: Triggered rune weakens nearby creatures.
Temporal Stasis M: Puts subject into suspended animation.
 * Waves of Exhaustion: Several targets become exhausted.

8th
* Finger of Death: Kills one subject.
* Horrid Wilting: Deals 1d6/level damage within 30 ft.
    * Symbol of Death M: Triggered rune slays nearby creatures.

9th
* Wail of the Banshee: Kills one creature/level.
I'm a muck-levelist, I like to see things from the bottom.

"No matter where you go, you will find stupid people."

SilvercatMoonpaw

As long as I'm just sitting around, I'll start listing the various dragon ideas I've had:
Fire (red)
Sea (seaweed-covered green bronze)
Storm (gold without wings, grey fur crackling with lightening, lighting breath weapon)
Sun (brass with normal dragon wings and extendable frill on neck)
Forest (cameoflaged)
Earth (long oriental style)
I'm a muck-levelist, I like to see things from the bottom.

"No matter where you go, you will find stupid people."

SilvercatMoonpaw

Trickster updated to satisfactory completion.
I'm a muck-levelist, I like to see things from the bottom.

"No matter where you go, you will find stupid people."