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Post by phulishone on Aug 20, 2007 19:55:12 GMT -5
((The following is the History of Anasylum, the largest city of commerce on the world of Nexus. The links directly below will quickly take you to: Character Information: Rules and RegulationsCharacter Creation: Other Important InformationThe Thug Class: A Lesson in BruiseryThe Pantheon of Nexus: Elements of PowerPlease enjoy the introduction.)) The land of Dray, Year of our Mourning Twenty-Nine, Decemate the Ninth. I, Dr. Finneus Taverp, have dutifully kept this journal for Twenty-Nine years. It has been… quite the trial since the downfall of our great city of Prevalence, but at last Duke Pherris has decided that it is safe to move back. The Gherbil Horde of Gengy the Great (bastard, if I do say so, privately) has swept through our lands and after squatting there for nearly three decades, removed themselves to go and attack some other hopeless land. I pray they never return to Dray. So today, we pack our belongings and move our meager outlandish settlement back into it’s rightful place. Those of us old enough to remember our city as it once was are flipping between excitement and dread of seeing it again. Excitement to be out of these gods forsaken huts, but dreading to actual view what has been done to our once beloved home. For the children, however, those either once too young when we evacuated or just recently born, Prevalence is a whole new adventure. It is for them that I hope that the city still stands mostly intact. We shall see. Duke Pherris says that it will take the caravans a full eleven days of travel to see all of us safely back. The High Scabbard says otherwise. The land of Dray, Year of our Mourning Twenty-Nine, Decemate the Twenty-Sixth. The travel was harsher than expected. We ran into a rather unneeded battle between some outlandish ogres. The High Scabbard and his men were all that saved us, but a third of the caravan was ravaged before we could do anything to stop the foul beasts. Over three hundred lives were lost. But now… now we are back to the city. Most of the city is intact. It is disheveled, and dirty, and looks nothing at all like the place I’d called home thirty years ago, but it is mostly intact. The Turnmark quarter, the place where the Horde entered the city in the first place, is completely wasted. There are barely any rocks left on the ground to even represent what once might have been a cornerstone of a house, it is so barren. But there are not enough of us left to even worry about filling the Turnmark back up. Other buildings throughout the city are in various states of unkemptness, most of them being the richer manors close to the Duke’s Grand Mansion, which is completely empty, and smells of rotten food and excrement. Duke Pherris had an interesting speech to give us as we viewed the wreckage. He stood upon what remained of the town square fountain and told us, “People of Dray. We have spent too long in huts and hovels. Too long we hid from our enemies in a forest of fears and dread. Now at last, we will have solid walls again. We will make this city back into what it once was, and though it will not be a mark of Prevalence like it once was for our ancestors, it will be for us… An asylum. Yes. An asylum. An answer to our prays. My father died seeing us out of the city, and into a place of relative peace. I will die seeing us live in peace, into a city of our own creation. May Anasylum City stand for all time!” So. No longer Prevalence. We of the Dray can’t hold that particular superiority over other countries any more. But we will build Anasylum City for ourselves, and our future generations. I log this journal in with the many others, and hope that some day it will be used as a history to those generations. ~Dr. Finneus Jonhan Taverp ~~~~~~~~~~~~~~~~~~~~~~~ Two Hundred and Thirty Three Years Later, the land of Dray, Anasylum City“This city is crazy, Burpp.” Gunzio nudged his partner, a full grown half-orc, in the stomach. They were strolling through New Turnmark, headed towards Market Square, and people – those who had more street than smarts – were giving them fair berth. “I mean, you’ve got us, right? We’re not crazy. But… Then there is the Scar Cheeks in Tworings, the Not-So-Stupid Dicks and the Copper Knives in Yardhaven, the Red Hammers in Three Fountains, hell of other little gangs, and the Gagas are all over the place. Not to mention the Duke and his boys up in Perfect Manors, nor the High Scabbard and his men running about trying to keep the peace between all of us.” Gunzio rambled a lot. “What ya getting at?” Burpp let him. Burpp didn’t have the brains of a brick, but he didn’t mind. Any brick that had brains was smart enough not to try to take on Burpp, since Burpp was strong enough to take on not just one brick, but a whole wall and come out smiling. “I mean, what we should do… what we should really do is make one big family, ya know? Then we could take out the Duke AND the High Scabbard. We could own the whole city, not just a part of it!” Gunzio, on the other hand, was full of bright ideas, but as a gnome, no muscle to back those ideas up. He was lucky to be partnered with Burpp. “Wouldn’t the boss get angry wit us?” A brick wall was one thing. The boss was another. Burpp had seen him kill a man with a punch to the foot. A punch to the foot, of all places! “Well, yea, I suppose you’re right… but what if WE were the bosses?” Gunzio would have been subtle about this to anyone else, but to Burpp, direct was the only way, and even then it didn’t always work. The half-orc was silent for a while, and his brain started to hurt as he thought this through. His next words were hesitant at best, “You mean… we’d tell people where to go?” “Yup.” “And we’d tell people who to hit?” “When they needed hitting.” “And we’d… and we’d tell people how much money they kept?” “Sure would, Burpp. You’re getting the idea. Heck, we’d be the bosses, so we’d have say in who even got to shit, and at what time, and where!” “But wouldn’t the boss get angry wit us for telling him what ta do?” Whatever idea Burpp had got was lost. Gunzio sighed. He was about to try again, but the sudden dagger through his chest told him, and anyone else who may have wanted to speak, that death was more pressing then talking. Burpp saw the dagger, growled, pulled his great club out and died. Two arrows in his head and one in his heart told him in no uncertain terms that they were tougher than any brick walls. “Why did you kill the Gnome?” The arrows asked, as they were being cleaned. “He spoke out of turn. That is death at this moment in time.” The dagger responded as it was pulled out and also wiped clean. “But with two dead, won’t there be questions?” “Not if I do this…” Both dead bodies soon had freshly cut X-marks cut into their cheeks. The sign of a Scar Cheek murder. A single cut on the right cheek meant a member. A single cut on both cheeks meant a leader. An X cut on the right cheek meant marked for death, and two Xs… well, two Xs only appeared on stiff corpses like Gunzio and Burpp. “A war will start over this.” “Perhaps. But little wars like that start all the time. This one will be no different, and will not ruin our plans. The gnome’s mouth would have. Now let’s be on our way. The Keybreaker will not be pleased that we were late.” ~~~~~~~~~~~~~~~~~~~~ An hour later, an undisclosed location in Anasylum City“Burpp the Club and Gunzio the Gabber are dead, sir.” “When was this?”“About an hour ago, sir, right as they were entering the marketplace. “Well, that’s… unfortunate. Have the Scabbards been told?”“I was… uncertain as to your feelings upon the matter.” “I have no feelings either way. Men die all the time in this city. Burpp’s father was an old friend, so I will mourn the boy’s loss as I mourned the loss of his father. But otherwise, I wouldn’t care. Just… just see to it that the Scabbards are informed.”“Yes sir. I shall do it myself.” “Good.”There was silence, and then the same voice said, “Is there something else?”“Well, yes sir. They… they both had Xs upon their cheeks.” “Oh dear. That does complicate things. What are our informants in the Scar Cheeks saying?”“They are surprised. No hits were ordered.” “And Kollo?”“The leader of the Scar Cheeks is livid. He is convinced that Burpp and Gunzio were killed by their own gang and are trying to pin it on someone else.” “Yes, well, that happens when your death mark is very recognizable. So it was not the Scar Cheeks, then?”
“By all appearances, no sir.” “Well. See to it that both the Scabbards and Kollo are informed about these… unfortunate events.”“How much?” “Oh, I’m feeling generous today. Tell them… tell them the Broker will sell them this information at a mere one hundred gold.”“Yes sir.” “Oh, and one more thing.”“Yes sir?” “See to the bodies. We wouldn’t want the Duke Dherris to enforce his littering tax.”~~~~~~~~~~~~~~~~~~~ Ten minutes later, in Tworings, inside the Raging Cow“So you see, Master Kollo, the Broker has reason to believe that they didn’t do this murder.” “So he thinks that I DID IT?”“No, Master Kollo, he does not.” “Good. Good. I tolerate the Broker because he holds the market in the palm of his hand, but if he thinks he can muscle me around…”“I assure you, Master Kollo, that the Broker is as neutral a party as he ever is.” “So why CHARGE me for this information, then? Does he think the Scar Cheeks are good enough to figure out this on our own?”“I do not know the mind of the Broker, Master Kollo, but I am sure he is well aware of the abilities of the Scar Cheeks.” “So he’s just a greedy bastard gouging me out of one hundred gold pieces, is he?”A short sword appeared at the neck of the leader of the Scar Cheeks. The sounds that were ever prevalent in a bar such as the Raging Cow died nearly instantly, and hundreds of eyes looked over and watched. “I would refrain from calling the Broker names in my presence, Master Kollo. And let me make things clear. He has no interests in controlling Tworings. He has no interest in your gang, one way or another. And it is him that tolerates you, not the other way around.” The short sword left Kollo’s neck, and right after collecting a heavy money pouch from the table, the owner of the sword left the Raging Cow. “Wha ya think, boss?” The barkeep asked Kollo. “I think… I think…” Kollo looked around at his gang. He’d just been humiliated. This made him even angrier than when he found out about the murders… that he couldn’t remember if he’d asked for or not. “I think the Broker just wanted to make a quick buck! He’s lying! We know who did this lads, and they are trying to frame us! Anyone of them that steps a single FOOT in Tworings will end up with Xs for faces! I want them dead! No one uses the good name of the Scar Cheeks! NO ONE!”The Raging Cow erupted in cheering. ~~~~~~~~~~~~~~~~~~~ Ten minutes later, in New Turnmark, the hideoutTwo bodies lay outside the hideout. One was a half-orc, the other a gnome. Both of them had a pair of marked cheeks. “Someone… someone better go get the boss. This isn’t good.”
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Post by phulishone on Aug 20, 2007 19:57:05 GMT -5
Character Information This is a LOW-MAGIC campaign. I am not trying to discourage magic users, but you do NOT get full use of your magic abilities. To reflect this, the following is house ruled: - Arcane Magic is PER WEEKLY instead of Spells Per Day. - Bards DO NOT GET SPELL CASTING. They still receive their special abilities, but no spells. - To offset this, Bards RECEIVE Poison Use, and every time they would normally get a new spell level, the DC of their poison goes up by 1. - Divine Magic Casters DO NOT GET DAMAGING SPELLS. All spells that do not cause damage to HP still qualify. Hurting undead doesn’t matter. They are icky and don’t eat enough stupid people, so deserve to die… again. - Any Druids that shapechange will be viewed as something very very sick and scary. NPCs will not treat you normally if they know of your abilities. - Paladins and Rangers are AS Complete Warrior Variants. - Sorcerers do not receive familiars. They get Eschew Materials for free instead. - Sorcerers get +2 to 0 lv spells known at 1st level, +2 to lv 1 spells known at 4th level, +2 to lv 2 spells known at 6th level, +2 to lv 3 spells known at 8th level, ect. Ect. If you can’t figure out the progression, look at chart 3-17 in the PHB on pg 54. If you still don’t get it, ask me. - Once again, Sorcerer spells per day are SPELLS PER WEEK. - Wizards receive an extra Bonus Feat at 3rd, 7th, 13th, and 17th levels. - Wizards know +1 zero level spells at 2nd level. - Wizards receive an extra spell at their highest level upon learning that new spell level. - Following these rules, a 1st level Wizard can cast 3 zero level spells and 2 lv 1 spells. At 3rd level, a Wizard can cast 5 zero level spells, 3 lv 1 spells, and 2 lv 2 spells AND has another Bonus Feat. Progression continues. Ask if you don’t get it. - Wizards get 4+int for skills instead of 2+int. - Once again, Wizard spells per day are SPELLS PER WEEK. - Sorcerers and Wizards receive Autohypnosis as a class skill. This is a wisdom based skill that, if you succeed, allows you to stabilize if you are below 0 HP. - All other classes may take Autohypnosis as cross class. You may not use this skill untrained. - Rogues and Fighters are as PHB. - Psionics is ALLOWED. Psions and Wilders are NOT. I like these two classes, I really do, but they would just... give me a head ache to alter into this setting. All other Psionic classes are... fine, from what I remember off the top of my head. - The casting of spells or spell-like abilities will cause most NPCs AND PCs to become shaken, if not worse. Saves against this are to be determined. Immunity to fear will not function for seeing magic cast. Frequent dealings with casters WILL.- Spell-like abilities, if they say /per day are now /per week - Shadowcasters are allowed with the following changes: Their HD is d8 and their Mysteries are per week instead of per day. All other abilities are fine. - Other ‘Magics’ are on a class by class basis. Check this post often to see if your next question has already been asked and answered.
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Post by phulishone on Aug 20, 2007 20:11:57 GMT -5
Character Creation:Roll 5d6. Drop the lowest two. Do not re-roll ones. Roll a total of 7 times. Drop the lowest. Work in your stats. If you fail hardcore I’ll let you re-roll. But I MUST see the failed stats first. HP is Max at 1st, and 3/4 every level afterStarting gold for 9th level is 35,000 gp. This is 1,000 less than normal, due to dues owed to the gang leader. For every PC, the gang leader receives another 500 gp for his own use, and 500 gp for the gang coffers. *pauses for a moment to allow all of you to glare at Dave* Magical items are rare, but CAN be acquired from the Black Market (which is run by the Broker). The price, however, is 1.5x normal. Ask about anything that is more than 5,000 gp. This includes weapons and armor. As a gang, you have 49,000 gp to spend freely on whatever it is you agree is needed, plus the dues previously mentioned. NEARLY ALL BOOKS ARE ALLOWED. IF I DON’T HAVE IT, THEN IT ISN’T ALLOWED UNTIL I GET IT. CUSTOM RACES/CLASSES ARE ALLOWED on a case by case basis. I encourage you to view my Thug class, posted somewhere below. IF YOUR RACE HAS SPELL-LIKE ABILITIES, I want to see it before you spend time working on your character. I may drop those abilities, there by altering the possible LA. Other Information:Time period is sword and cart age. Sorry boys and girls. Guns aren’t around, and if for some reason one pops up, they are scarier and more mystical than magic would be. Alchemy is prevalent, and it is assumed that most magic weapons are made by the Alchemists Guild. A bird’s eye view of the city will make it seem like a box with four identical Ls surrounding the box. Think of the Tetris L, get rid of the top most square so there are only three squares to make the L shape, and twist these FOUR shapes around a Tetris box. That’s Anasylum’s make up. I’ll try to post a sketch later if I remember.Still looking in a bird’s eye view: In the middle of the box is Perfect Manors, where the nobles live. Directly surrounding Perfect Manors is Market Square. The lower left L is Three Fountains, so named for the three large fountains found within paying respect to the gods. The upper left is Yardhaven, named after a cat. Roll Bardic Knowledge for the full story. The upper right L is Tworings – no body remembers why it’s called that. The lower right is New Turnmark, rebuilt after the Mourning Period which lasted thirty years after the Gherbil invasion. Your gang has dominant control over New Turnmark, and is bothered mostly by leaving the area. The few smaller gangs that live in New Turnmark pay their respects to you, and so long as they get to continue living relatively undisturbed, don’t bother you otherwise. Yardhaven is under a constant gang war between the Not-So-Stupid Dicks and the Copper Knives. No other gangs in the area live, much less are worth notice. A little known fact is that the leaders of these two gangs were once married. Divorce made them both bitter. Inside Tworings there lies a bar called the Raging Cow. It is near the very center of this city section, and as such, is a prime place for Kollo One-Fang to lead his large gang, the Scar Cheeks. They are known as fierce, unruly, and uncaring. The Duke and the High Scabbard would love to have words with Kollo, but every attempt has failed. The Red Hammers control Three Fountains. They are the largest gang in the city, but no one knows who their boss is. It is a well kept secret, and the Broker has been offering a large sum of gold to anyone who finds out. Many have tried. All who did turn up dead, a fresh hammer mark in their sternums and skulls. The city guard is known formally as the Scabbards. Informally, they are known as the Scabbies, the Clankers, the Bluebacks, and several others. Their leader is the High Scabbard, who answers only to the Duke, and has – so it’s said - complete control of the city in times of war. The Scabbards are laughed at behind their backs, but are privately recognized as the strongest organization in the city. Each Scabbard is trained daily for a full year before they are let out on patrol, and it is only thanks to bribes and corruption that the gangs thrive. The current Duke is Duke Dherris. The common folk don’t like him for the usual reasons: he taxes them, he makes Decisions with a capital ‘D’, and they haven’t met him in person. Most commoners do know at least one gang member, and through them, a gang leader. They are happy with the city as it is, though that happiness rarely lasts when someone they know is robbed or killed. Final note of interest: The Pantheon. I am searching for my personal DnD pantheon that I have previously used, but the web copy has been ba-leted, and the backup is… not where I thought it was. So. I am either going to have to rewrite the Pantheon by memory – which I don’t want to do – or find it. If I do not post something – the pantheon itself, or another decision - by Friday of this week, the deities will be Greyhawk based. Oh, and I mentioned before the Thug class… by now it’s a lot later than I thought it would be, so I’ll work on converting it from paper to PC and try to have it up ASAP. If you want to play and intimidating bruiser that is, of all things, Charisma based, wait and take a look. I’ve had several comments on how, if nothing else, interesting it is. Important Play By Post with Phule Information- Every person will be required to select a "speech" color. This make character differentiation easy. - Speaking will be in "quotes", in your character's color. - Actions will be in normal text. - Thoughts will be in italics, in your character's color.- The DM (me!) has claim to Red and Maroon as DM colors. Unimportant NPCs will speak in black. - Cadic's Devoted has claimed Green. - Aethershunt has claimed Navy- lordnutari has claimed Olive- Dave has requested (in person no less!) Purple- Lord of Blades has harnessed the power of Gray-color! - kirrnodel has screwfully taken Teal- Locke Alexander has stolen Blue and doesn't give a damn about Aethershunt and his Navy - ALL PLAYERS MUST USE RPGWEBPROFILER.NET or some other online character sheet equivalent for their characters so I can see them. You may, if you wish, post just this link in your character creation thread. - If you choose not to reveal all your character information to everyone else, use the board's method of character approval template AND send me the PM for the online character sheet. - The prior two points are for MY ease of use. I am not the world's greatest DM. The easier you make it on me, the better the game goes. Trust me. - This should go without saying, but just in case: This is MY setting. I reserve the right to change any DnD rules as I see fit. I probably won't do so without deliberation, but once I've decided, it STAYS THAT WAY. Problem with that? Then the Technocrasy will find you. Game Over. - This NEEDS to be said. I've already stated I'm not the best DM in the world. Heck, a big reason I'm running this game is to see how much I've improved over the year since I've met Nick, Nate, Dave, ect. So. If you find ANYTHING wrong with ANY of these posts (rules, misnomers, ect.), PLEASE say something. I'll either tell you my reason as to why I think that should be, or... I'll agree with you and possibly change it.
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Post by phulishone on Aug 20, 2007 20:13:34 GMT -5
The Thug Thug’s tend to be large, strong, scary, and none too concerned with thinking if they can help it. Strength is needed for their attacks, Charisma for their nigh constant Intimidation, and Dexterity for other skills, of which the Thug has several.
A Thug’s role is to demoralize others and deal damage in a fight. Upon arrival into a group of people, they will generally determine who is a leader and who is a follower, and then either take orders or proceed to take over. Level | Base Attack Bonuse | Fort Save | Ref Save | Will Save | Special | 1st | +0 | +2 | +2 | +0 | Ugly Look (standard), Dirty Trick +1d4 | 2nd | +1 | +3 | +3 | +0 | Bonus Feat | 3rd | +2 | +3 | +3 | +1 | Dirty Trick +2d4 | 4th | +3 | +4 | +4 | +1 | - | 5th | +3 | +4 | +4 | +1 | Dirty Trick +3d4, Shake Down | 6th | +4 | +5 | +5 | +2 | Bonus Feat, Ugly Look (move) | 7th | +5 | +5 | +5 | +2 | Dirty Trick +4d4 | 8th | +6/+1 | +6 | +6 | +2 | - | 9th | +6/+1 | +6 | +6 | +3 | Dirty Trick +5d4 | 10th | +7/+2 | +7 | +7 | +3 | Bonus Feat, Rough ‘em Up, Evasion | 11th | +8/+3 | +6 | +6 | +3 | Dirty Trick +4d6 | 12th | +9/+4 | +8 | +8 | +4 | Ugly Look (swift) | 13th | +9/+4 | +8 | +8 | +4 | Dirty Trick +5d6 | 14th | +10/+5 | +9 | +9 | +4 | Knock ‘em Down | 15th | +11/+6/+1 | +9 | +9 | +5 | Dirty Trick +6d6 | 16th | +12/+7/+2 | +10 | +10 | +5 | - | 17th | +12/+7/+2 | +10 | +10 | +5 | Dirty Trick +7d6 | 18th | +13/+8/+3/-2 | +11 | +11 | +6 | Beat ‘em Around | 19th | +14/+9/+4/-1 | +11 | +11 | +6 | Dirty Trick +8d6 | 20th | +15/+10/+5/+0 | +12 | +12 | +6 | Take ‘em Out, Improved Evasion |
HD = d8 Proficiency: Simple, Martial, Shields (except tower shield), Light and Medium Armor
Skills: Bluff, Climb, Craft, Disguise, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (local), Knowledge (Geography), Listen, Move Silently, Proffesion, Sense Motive, Sleight of Hand, Spot, Swim, Use Rope (6+int) x 4 at first level (6+int) every level after that Ugly Look: A Thug is ever skilled with Intimidation and gains a +1 enhancement bonus when making Intimidate skill checks per every 2 Thug class levels rounded down. Ugly Look lasts until the end of your next full action. {At first level, you may do this as a standard action, At sixth level, you may use Ugly Look as a move action, and finally, at twelfth level, this becomes a swift action.} Opposed check is as the Intimidate skill. After Ugly Look fades from your target, they become unfriendly. If unfriendly already, they become hostile. You may only give one target an Ugly Look per round. Dirty Trick: If your target is under the effect of an Ugly Look, you may add your Dirty Trick damage to each base attack if you successfully beat the target’s AC. Refer to the table for this extra damage. Dirty Trick damage is not multiplied should the Thug score a critical hit. As Sneak Attack for rogues, ranged attacks can count as Dirty Tricks only if the target is within 30 feet. A thug can’t hit the vital areas from beyond that distance. With a sap or unarmed strike, a thug can use their Dirty Trick as nonlethal damage. More skilled with weapons than rogues, Thugs can use a lethal damaging weapon to deal non-lethal damage (although it’s at the usual -4 penalty) and still use Dirty Tricks. Thugs must see their target to use Dirty Tricks. Dirty Tricks are NOT a variation of Sneak Attack, and won’t stack. If you multiclass between Thug and any other class with Sneak Attack, you must, before you roll your attack, declare whether you are using a Sneak Attack or Dirty Tricks this round. Shake Down: A thug may use Intimidate in place of Gather Information with no change in the target’s attitude. Rough ‘em Up: Instead of a normal Grapple check to grab an opponent, you may make an Intimidate check plus your Str modifier. As a 10th level Thug, while maintaining a grapple in such a way, you may decide to attack once at your full base attack bonus without losing the grapple. If you choose to do so, the Dirty Trick damage rolled for that attack will deal twice as much, but will be classified as nonlethal. Evasion: As the Rogue class feature. See the PHB. Knock ‘em Down: If a Thug attemps a Trip Attack, she proceeds to trip as normal, except she may use any weapon with which she is proficient to trip with. If your attack succeeds, instead of a Strength check, make an Intimidate check opposed by the defender’s Reflex save. Apply Dirty Trick damage if you succeed with this check. Beat ‘em Around: By the time a Thug reaches level 18, they have learned much about street brawling. Whenever a Thug would get her full attack, she adds one extra attack at a -6 of her lowest attack bonus. At 18th level, this gives the Thug a fourth attack at -2, as seen in the chart. At 19th level, this gives the Thug a fourth attack at -1, as seen in the chart. At 20th level, this gives the Thug a fourth attack at +0, as seen in the chart. For Epic Level Thugs, a fifth attack is added. See the Epic Thug class feature chart in the Not Going to be Written Compendium. Take ‘em Out: Once per day, you may declare that you are attempting to Take ‘em Out. Select one target. All damage against this target is doubled for this round. Critical Attacks double after the critical modifier is figured. A creature must have discernable anatomies for Take ‘em Out to work - undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to Take ‘em Out. A Thug cannot use Take ‘em Out on a creature with concealment or on the limbs of a creature whose vitals are beyond reach. If your target falls before all of your attacks are finished, your attacks are over. The only action you may take, if you have not done so this round, is take a five foot step. Otherwise, due to the extreme focus needed to perform this assault, you must wait till your next round to act again. If you miss your target with all of your attacks this round, the Take ‘em Out attempt is not wasted for the day. You may try again in 1d4+Cha rounds. Improved Evasion: As the Rogue special ability. See the PHB. ~~~~~~~~~~~~New Feats~~~~~~~~~~~~ Crazy EyePrerequisite: Ugly Look class feature; Skill Focus (Intimidate) Benefit: Once per day, you may use your Ugly Look class feature as though it were one rank higher. If you have it as Ugly Look (standard), it is Ugly Look (move); If (move), it is (swift); if (swift), it is a free action. Improved Ugly LookPrerequisite: Thug 4th level; Crazy Eye Benefit: When using the Crazy Eye feat, you may target additional enemies with your Ugly Look. One additional enemy for every 4 levels of Thug may be targeted. Normal: Without this feat, you may only target one enemy at a time with an Ugly Look. Improved Crazy EyePrerequisite: Thug 12th level; Improve Ugly Look Benefit: You may use Crazy Eye up to three times per day. Shadow MergePrerequisite: Shadowcaster level 1 Benefit: As a standard action, your shadow familiar can slip over your body, giving you a certain amount of protection. You gain +1 DR/- for one round. If you later gain a shadow familiar which has DR, (though Master's Bidding of some other way) you receive this amount instead for one round. If you choose, you may maintain the Shadow Merge next round, but it costs you all movement actions. If you wish to take any other actions (besides movement), it requires a Concentration check with the DC equal to 10+Shadow Familiar's HD. You may tap dance and sing "Me and My Shadow" as a free action while Shadow Merged, but people will look at you strangely. Shadow OffensiveWhile merged with your shadow servant, you may make use of it's size. Swinging your own arm will cause the arm of your shadow to stretch out and attack at your desired target. Prerequisite: Shadow Merge, Shadow Servant class feature Benefit: While Shadow Merged, you may make a touch attack using your own bonus and using your Shadow Servant's damage. This attack has a 10 ft. reach. If your shadow servant has reach, increase the range of this attack by half of your servant's reach. rounded down. (ie, 10 ft. reach = +5 ft. to Shadow Offensive, 15 ft. reach = +5, 20 ft. = +10) You must still make the Concentration check as normal for Shadow Merge. Shadow MeldWhile merged with your shadow, you are much more difficult to hit as both you and your shadow flicker in the light. Prerequisite: Shadow Merge Benefit: If you choose, while merged with your Shadow, you may gain a 30% miss chance instead of taking the DR from Shadow Merge. You may move freely while Shadow Melded, but may take no attack actions. Switching between the effects of Merge and Meld is a standard action. Shadow DefenseYour shadow cares. Prerequisite: Shadow Meld, Shadow Servant class feature Benefit: Your Shadow Meld miss chance increases to 50% instead of 30%. While in a Shadow Meld, you may choose to forgo your 50% miss chance and cause your Shadow Servant to take the damage of the attack for you, as though it were the intended target instead of yourself. Shadow Stopping of Complaints[/u] You gets your shadow the way you want it and win the game. Pun-Pun bows down before you and asks if you'd like a shoe shine while he's down there. Prerequisites: Shadow Merge, Shadow Meld, Cause the frail mind of your DM to shatter as he attempts to make you happy, hAck$ Benefit: You win teh game.[/s]
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Post by phulishone on Aug 20, 2007 20:14:21 GMT -5
The Pantheon of Nexus Nexus = World of Anasylum The Religion of NexusNexus does not have ‘gods’ per se, but rather they lean towards one of the ten Elements… those great beings that once walked the world’s surface, and gave the people of Nexus the gifts of life and knowledge. Their names are (and the element they represent) [Alignment]: Levis, Lord of Light (Light) [CG]Nyxia, Lady of Night (Darkness) [N]Foudre, Master of Storms (Lightning) [CE]Caelum, Mistress of the Sky (Air) [LG]Humus, Lord of Land (Earth) [NG]Galilee, Madam of Forest (Plants) [LN]Ficher, King of Flames (Fire) [NE]Eau, Queen of Waves (Water) [N]Spectra, Lady of Death (Soul) [LE]Jongo, Master and/or Mistress of Mystery (Chaos) [CN]The titles were given to them by their followers, and all except for perhaps Ficher and Jongo, no Element really cares about them. They stopped caring long ago, after they left the material plane for the Greater Plane.
Their presence is sometimes felt, however, so they are, in a manner of speaking, still around. The clergy of Nexus assume that they will always be watching, waiting… seeing if the people can find their own way back to the path.
And while the clergy of the Elements would like to deny that there are other deities out there, it has been noted that some people don't necessarily believe in the main ten deities. They either don't believe in gods and goddesses at all, or they believe in their own deity of choice. These kinds of people are in the minority, but are not unheard of. ~~~~~~~~~~~~~~~~~~~~~~ Further Description of the Elements ~~~~~~~~~~~~~~~~~~~~~~ Levis, Lord of LightPortfolio: Adventure, Courage, Creation, Life, Light; Pranksters Domains: Creation; Life; Sun; Travel Alignment: CG Often described as young and exuberant boy, Levis could never seem to get the hang of standing in one place. He loved life too much to be watching one thing for too long. As such, he was often seen as flightily, and whimsical. But the other Elements knew better. Levis, behind his young seeming exterior, was often the most clever, if not the most powerful. No one really ever got on his bad side, nor on his good side, either… though it is known he would constantly frown upon seeing Spectra. Teachings of Levis: -Love life like you love the light. -Never stay in one place if there is something new to experience. -If you haven’t seen it or done it yet, do it! -Bring light on others whenever possible. Nyxia, Lady of NightPortfolio: Artisans, Darkness, Justice, Loyalty, Night, Truth Domains: Darkness; Inquisition; Mysticism; Repose Alignment: N When she was seen, Nyxia was described as the most beautiful of the Elements… a fact that made Eau and Galilee a bit jealous, and Spectra down right angry. Nyxia would often wear a deep black gown that would sparkle like a starry night when she moved. She saw her task of controlling the darkness as her greatest duty, and would forswear all else to ensure that duty. Teaching of Nyxia: -Duty is above all. -The darkness is not evil, but more of a mischievous child… who just spotted something sweet to eat. -Always appear proper. -Never worry what others think. Foudre, Master of StormsPortfolio: Brawling, Conflict, Discord, Fighters, Storms, Vengeance Domains: Competition; Destruction; War; Weather Alignment: CE The most aggressive of the Elements, Foudre would often be seen fighting. With anything. And everything. He didn’t much care for getting hurt, though. But he LOVED to fight. The other Elements tended to stay away from him, except for Spectra and Ficher. Eau despised him, but no one was ever able to figure out why. Foudre rode around on a grey-black horse, named Thunder, which was made entirely of crackling clouds. Teachings of Foudre: -Never finish a fight that can last longer. -If you have to lose, be sure to cause lots of damage. -Dieing sucks. So try not to get hurt and die. Caelum, Mistress of the SkyPortfolio: Air, Birth, Family, Fertility, Love, Sky Domains: Air; Creation; Dream; Healing Alignment: LG The most dependable of the Elements, Caelum was always there, and yet, no one ever knew what she looked like. You could hear her whispering voice, and easily let yourself be guided by her wisdom… but no one ever saw Caelum’s face. It made her slightly… aloof from the others. But there was no other Element that loved the people of Nexus more than her. Teachings of Caelum: -If you make a promise, die before you break it. -Do what is right in your heart, not what is right as defined by others. -Friends and family are the most important thing in the world. Humus, Lord of EarthPortfolio: Arts and Crafts, Discipline, Earth, Engineering, Metal, Wisdom Domains: Artifice; Earth; Law; Strength Alignment: NG Humus preached practicality and imagination. If there was a broken fence along some road, he encouraged others to fix it, and make it better. Not for their own benefit, but to know that there is one less broken thing in the world. Humus stressed that everything had a purpose, and that until it finished that purpose, it was just wasted space. He tended to have some difficulties with Caelum and Levis, but only because Humus couldn’t understand why they chose to love people, instead of the things that people made. He tended to appear as a towering giant of a man. Teachings of Humus: -If it is broken, fix it. -Never sit around idly if there is work to be done. If there is no work, make something. -Stand tall, proud, and firm. If you make a decision, stick with it. Galilee, Madam of ForestPortfolio: Abundance, Flora and Fauna, Forests, Passion, Rivers, Vanity Domains: Animal; Glory; Liberation; Plant Alignment: LN Green Galilee, as she is sometimes called, cares little for most of the people of Nexus. She was indifferent to those that decided to leave her forests and make towns and cities, and she was down right angry when they started cutting down trees to do it. It was only by the careful words of Levis that she was stopped from bringing out her full ire onto the people. Galilee – a bit vain - dresses herself in rose petals… and caries a very large thorn at her side, where one would normally wear a sword. Teachings of Galilee: -Honor plants above yourself, for they are what give you life. -Be like a rose. Beautiful, but also sharp. -If others do not respect the forests… make them. Ficher, King of FlamesPortfolio: Agility, Daring, Fire, Fitness, Slaughter, Victory Domains: Celerity; Fire; Force; Nobility Alignment: NE Like his element, Ficher is bright, crisp, and often unwanted. He walked the land in rigid battle armor, and his footsteps left holes from which lava and fire spewed forth. Galilee would quake in fear at his approach, Foudre would attack Ficher every time they saw one another (but Foudre does that to everyone), and Levis… Levis, oddly, would nod his head knowingly, and walk away. Soon after, whatever Levis was working on, Ficher would burn up with the snap of his gauntleted fingers. Teachings of Ficher: -Never give up. Fight to the last, and after that, lay low. Every ember has another chance to start anew. -Give everything a chance to move. If it doesn’t, then it made it’s choice and must now burn. -Yes, I like being a King. But I am no greater or lesser than any other Element. Just, in my opinion, the best. Eau, Queen of Waves Portfolio: Balance, Foresight, Horizons, Moon, Sea, Water Domains: Cold; Community; Protection; Water Alignment: N Upon hearing that someone had given Ficher the title of King, Eau, the best defense against the Blazelord, was named Queen. She took it in stride, and just went about her business. It wasn’t that she was against anyone – though she was jealous of Nyxia – it was just that water had the ability to put out fire. It was something that could be done, so it got done. In that regard, Eau and Humus agreed often. Eau, however, was fickle. One moment she could be perfectly fine and calm, and the next, one of the most feared Elements. She had a deep hatred for Foudre, but no one knows why, exactly. Her chosen form was that of a naked woman with the tail of a fish in place of the legs. Jongo somehow convinced her to wear two seashells to cover her nakedness, but again, no one knows how. But then, it’s Jongo. No one TRIES to understand him/her. Teachings of Eau: -Show your emotions only when it is time to. Otherwise, be calm. -Leave nothing undone. -If at times you seem simple, then be complex. -Problems? Be like the waves; roll with it. Spectra, Lady of Death Portfolio: Beauty, Death, Evil, Grief, Killing, Vanity Domains: Death; Destruction; Evil; Rune Alignment: LE Described as both beautiful and deadly, Spectra formed herself from the displeasure and grief of others. Her purpose is to feed on them, and rid the world of them…. But instead, she tended to purposefully cause more, just so that her hunger could be sated. Spectra also ushered the dead into the spirit world for eternal slumber… most of the time. Sometimes she could be seen following Foudre, and whoever was being attacked knew that they would die. All other Elements, except maybe Jongo, disliked her, and Spectra usually went out of her way to avoid Levis. Teachings of Spectra: -Do what you want. I don’t care. -Why do you keep asking me questions? Go over there and die… THEN I’ll answer your questions. -You are wrong, I am right, and that is the end of the matter. Jongo, Master and/or Mistress of MysteryPortfolio: Chaos, Drama, Gambling, Humor, Intrigue, Madness Domains: Chaos; Charm; Luck; Madness Alignment: CN Never seen in the same shape twice, Jongo was an oddity among the Elements. S/He was often considered a bad influence, but Jongo was, in reality, neither bad nor good. S/He simply was. Jongo would create mischief among the other Elements for Her/His private amusement, and then suddenly change it all just to see what would happen. When they were sure Jongo was not around, several Elements speculated aloud that s/he was actually not from Nexus, but rather, from elsewhere. Teachings of Jongo: -Why make sense when you can make confusion? -Be everything that you are not. -Monkeys and penguins make everything better. Trust me. Would I lie? (OOC: Feel free to post questions if you have any.)
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Post by Cadic's Devoted on Aug 20, 2007 20:25:17 GMT -5
Ok.. first things first.. Get the heck on AIM phule!
Next, the class I am considering playing, originally created by James (Lord of Blades), tweaked with his permission to help try to balance it out.
Foe Hunter Hit Die: D8
Class Skills: Balance, Climb, Craft (), Gather Information, Heal, Hide, Intimidate, Listen, Move Silently, Profession, Spot, Survival, Use Rope.
Skill Points: 4 + int mod (base = 4 + int mod x 4)
Base Attack Bonus: Full
Saving Throws: Low Reflex, High Fort, Low Will
Proficiency: The Foe Hunter gains proficiency in all Simple and Martial weapons. He is proficient in Light and medium armor, and all shields, except tower. Level Abilities Chart:
1) Favored Enemy, Endurance 2) Favored Ally 3) Ignore the Weak (1), Track 4) Favored Enemy/Ally (Choice), Know Thy Enemy (1) 5) Favored Enemy/Ally (Choice), Selective Cunning (1) 6) Ignore the Weak (2), Racial Malice (1) 7) Favored Enemy, Know Thy Enemy (2) 8) Favored Ally, Selective Cunning (2) 9) Ignore the Weak (3), Racial Malice (2), Engineered Plague (1) 10) Favored Enemy/Ally (Choice), Know Thy Enemy (3) 11) Favored Enemy/Ally (Choice), Selective Cunning (3) 12) Racial Malice (3), Engineered Plague (2), Try That Again (1) 13) Favored Enemy, Try That Again (2) 14) Favored Ally, Engineered Plague (3) 15) Genocidal Will, Try That Again (3)
Favored Enemy: (As the Ranger Ability). You may choose the same Favored enemy more than once. Every time you take the same Favored Enemy, increase the skill bonuses given by 2, and the Extra damage by 1.
Favored Ally: When fighting in the presence of a favored ally, the Foe Hunter gains a +1 bonus on attack and damage rolls for every Favored Ally present (Example: A Foe Hunter with favored ally Elves fighting alongside three elves gains a +3 attack and +3 damage bonus / A Foe Hunter with favored ally Elves and favored ally Dwarves fighting alongside two Dwarves and two Elves gains a +4 attack and +4 damage bonus.) This bonus maxes out at +10. (The Foe Hunter doesn’t become a god of combat amidst an army of his favored allies).
Endurance: The Foe Hunter has trained himself to shrug off things that would normally wear out normal mortals, for the sake of his hunt. He gains Endurance as a Bonus Feat.
Ignore The Weak: The Foe Hunter gains the ability to shrug off the attacks of his chosen enemies. Whenever you gain this ability, choose one favored enemy type. With just one rank in this, the Foe Hunter gains damage resistance (against all of that Favored Enemies attacks) of 2/-. Another rank to the same favored enemy increases it to 4/– and the final rank (if all three are taken for one favored enemy) increases it to 7/–. Ex: a 6th level foehunter with Favored enemy Humans and Elves, could choose both his Ignore the weaks for Human, thereby gaining DR 4/- against all attacks by humans, or he could spread it out and take one in Human and one in Elf, thereby gaining DR 2/- against all attacks of both humans and Elves.
Track: The Foe Hunter has learned to use his knowledge of his foes to track them in any surroundings. He gains Track as a Bonus Feat.
Know Thy Enemy: The Foe Hunter has studied his foes quite well, and can make the appropriate knowledge checks without even having the skill. Any favored enemy marked by this ability enables the Foe Hunter to make a knowledge check about that enemy with a +10 circumstance bonus. This allows the Foe Hunter to immediately recognize what kind of monster it is, and what weaknesses and strengths it has. (EX: Favored enemy aberration + Know Thy Enemy, the Foe Hunter can make a knowledge roll to identify and analyze an illithid at +10 even without the knowledge skill necessary.) A second rank in this skill increases the modifier to +20, and a third rank allows the Foe Hunter to opt to take 10 on his roll.
Selective Cunning: In an environment of his favored enemy (and in which at least one of his favored enemies is present at the time, or was clearly built by such an enemy) the Foe Hunter gains Natural Cunning in the said area. This prevents them ever becoming lost, and enables them to track enemies exceptionally well, as well as never being caught flat footed in such an environment. Multiple ranks of this skill provide no additional benefit.
Racial Malice: The Foe Hunter gains the ability to strike any of his chosen enemies down with a great amount of force. This ability returns the additional damage of the favored enemy ability even to monsters that would normally be immune such as undead and constructs. Against enemies that are already vulnerable this provides a +5 circumstance bonus to critical hit confirmation rolls on the first rank. The second rank also adds the ability to sneak attack favored enemies for an additional 2d6 points of damage (this stacks with any other sneak attack damage) as well as making even constructs and undead vulnerable to critical hits. The third rank of this skill confers an additional 1d6 (up to 3d6) sneak attack damage and grants the Foe Hunter a +4 on Hide and Move Silently rolls made to avoid such creatures.
Engineered Plague: The Foe Hunter gains the ability to create poisons that are extremely effective against his favored enemies. These poisons affect all favored enemies of the chosen type despite immunities (An undead poison for example might consist of positive energy mixed into holy herbs of sorts). At first rank this poison’s DC is the 10 + the Foe Hunter’s class levels, and deals 1d6 points of Strength damage as initial and secondary damage. Each rank increases the DC by +5 to resist, as well as lowering the DC to make the poison itself (a survival check DC based on the type of poison being created and for what enemy; undead and constructs being much more difficult).
Try That Again: Twice per day a Foe Hunter can reroll any failed saving throws against a favored enemy’s ability or force them to roll a second roll to confirm a critical hit, taking the worse of the two. This ability cannot be used twice in a row on an enemy ability the Foe Hunter failed to save against. Multiple ranks of this ability against one favored enemy increases the number of attempts the Foe Hunter can make per day.
Genocidal Will: A Foe Hunter chooses one favored enemy type. That type now permanently recognizes him as a Foe Hunter, and he automatically fails any diplomacy, bluff, and disguise attempts when dealing with them. He gains the ability to automatically take 20 on intimidate checks as a free action against his chosen enemy. He also gains an ability like the Death of Enemies epic feat for free even if he does not meet the requirements, except for the following. The DC of this is 10+Half the characters Level in Foe Hunter (rounded Down). Anything immune to Death Effects is immune to this ability. This ability should not be taken for Undead or Constructs or anything else that ignores critical hits unless Racial Malice (2) has also been taken for them. The Foe Hunter also gains the Scent ability only for his chosen enemies.
Third thing.... what the bloody fuck are we supposed to spend that much GP on with only buying a few magic items, mostly under 5000gp?
Probably more to come as i consider my character.
~Nick
Edit: oh and as the DM said..... "Green is my color, and now you know why i called green earlier.
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Post by Aethershunt on Aug 20, 2007 20:35:32 GMT -5
Navy is my color, son!So, magic is quite scary in this setting. Understandable, I suppose. I've got questions to come, I just need to think of 'em first. Ah, here is a good one that you're probably working on. In addition to deities that you may be working on, are any other dieties from campaign settings or even normal D&D allowed?
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Post by Dave on Aug 20, 2007 20:40:02 GMT -5
I've got your color right here You have to ask about items over 5,000gp, not that you can't have them. Right, phule?
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Post by lordnutari on Aug 20, 2007 20:43:42 GMT -5
I`d really really like to call Olive as my color, otherwise, I need to talk about shadowcasters, as I`m considering either playing that, or some odd other flavor of a normal warrior, which i have yet to decide upon.
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Post by Cadic's Devoted on Aug 20, 2007 20:48:52 GMT -5
SwordSage!!! SWORDSAGE!!!!!......
-looks around-... dont mind me...
~Nick
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Post by phulishone on Aug 20, 2007 20:53:21 GMT -5
Ok... firstly...
Foe Hunter is approved after a... Separate Pair of Eyes and Brain Check (Ie, I asked Dave to look it over too)
[edit] Foe Hunter has been discussed, and changes need to be made. Sorry. [/edit]
Secondus: Deities from other settings will be allowed IF I can't find my Pantheon. If I DO find it, I'm going to ask that everyone sticks with that. But as always, if you want to be a private worshiper of some practically unheard of deity, then I can't stop you. The churches won't like you, but I can't stop you. Well, aside from having the church inquisition charge you as a heretic. But I'll only do that if I find it funny.
Roman Numeral 3:
Yes, Dave. You MAY PURCHASE items that cost over 5,000 gp... but I want to talk to you about them. There might be something the Broker likes to call a Singular Acquisition Tax. Or maybe not. It depends on what mood the Broker's in that day.
Point Number D)
Dave, in the presence of a great number of people during the planning stages of this campaign, laid claim to gang leader. So he's 'in charge'. The rest of you are a part of his gang, but you are the leaders and the specialists of your particular area of interest. You listen to him in the same way that a son listens to a father... with respect and courtesy, but that doesn't always mean you do everything exactly as he says.
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The Lord of Blades
Game Masters
Ero Sennin
Please allow me to introduce myself: I'm a man of wealth and taste
Posts: 1,314
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Post by The Lord of Blades on Aug 20, 2007 23:23:18 GMT -5
I'll take Gray then!!!!
At least, while I consider what to play in your game.
OMG EDIT (unless you don't want me to use Gray at which point Teal would be my fallback)
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Post by Aethershunt on Aug 21, 2007 0:02:16 GMT -5
If you don't mind my proposal, an update to 3.5 for the Gnomish Artificer from Magic of Faerun. Tell me if this looks okay as far as pending approval. I increased the skill requirements and took away Lightning Reflexes as a feat requirement as far as qualifying is concerned. I've also tried to improve upon class abilities and device powers. Gnomish Artificer RequirementsRace: Gnome Skills: Craft (Alchemy, Armorsmithing, Weaponsmithing, Blacksmithing) 8 ranks; Craft, (Any 2 from the previous list) 4 ranks; Disable Device 4 ranks; Knowledge (Architecture & Engineering) 4; Knowledge (Arcana) 4 ranks; Profession (Engineer) 4 ranks; Spellcraft 4 ranks Feats: Skill Focus: Craft (Any of the above craft skills) Spellcasting: Able to cast 1st level arcane spells, one of which is an illusion spell. Class SkillsAppraise, Concentration, Craft, Disable Device, Knowledge (Architecture & Engineering), Listen, Profession, Search, Spot, Use Magic Device, Use Rope Skill Points at each level: 4+Int Modifier Class FeaturesWeapon and Armor Proficiency: Gnomish Artificers are proficient with all simple weapons, light and medium armors, and shields. Spellcasting: At every 4th level of this prestige class, you may choose forgoe a bonus item to gain +1 Spellcasting Level in a class he previously had. This is a result of practicing magic instead of working on gadgets that the artificer may be familiar with. Artificer Items: See Artificer Items from Magic of Faerun on Page 23-24Device Powers Known: See List on Page 24 for number of Known Devices. New device powers list is below.Bonus Item: See Bonus Item on page 25.Skill Focus: At 3rd level, the Gnomish Artificer gains Skill Focus (Disable Device) Salvage: See Salvage Special Ability on Page 26.Shadow Effect: At 7th level, the Artificer becomes capable of mimicking magic in the form on his technology. He may now make items marked with an asterisk on the Device Powers Known List. Compact Efficiency: At 9th level, the Artificer learns how to put all the bulky equipment normally utilized by his devices into a smaller package, using microtechnology to improve on space. An artificer may now make items that take up 1 body slot without multiplying the cost of the item by 2. Level BAB Fort Ref Will Class Abilities 1: 0 +0 +2 +0 Artificer Item 2: 1 +0 +3 +0 Bonus Item 3: 2 +1 +3 +1 Skill Focus 4: 3 +1 +4 +1 Bonus Item OR +1 Caster Level 5: 3 +1 +4 +1 Salvage 6: 4 +2 +5 +2 Bonus Item 7: 5 +2 +5 +2 Shadow Effect 8: 6 +2 +6 +2 Bonus Item OR +1 Caster Level 9: 6 +3 +6 +3 Compact Efficiency 10: 7 +3 +7 +3 Bonus Item Device List0 - Acid Splash, Detect Poison, Flare, Light, Ray of Frost, Electric Jolt, Horizikaul's Cough, Launch Bolt 1 - Jet of Steam, Corrosive Grasp, Horrizikaul's Boom, Obscuring Mist, Grease, Resinous Tar, Shocking Grasp, Expeditious Retreat, Jump, Feather Fall, Swim 2 - Agnazzar's Scorcher, Acid Arrow, Glitterdust, See Invisibility, Gust of Wind, Shatter, Bull's Strength, Cat's Grace, Darkvision, Pyrotechnics, Spider Climb 3 - Daylight, Lightning Bolt, Fly*,Flame Dagger, Shatterfloor, Resonating Bolt, Sleet Storm*, Haste*, Water Breathing, 4-Wall of Fire*, Wall of Ice*, Ice Storm*, Blast of Flame, Orb of Sound, Shout, Solid Fog, Rusting Grasp
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Post by Cadic's Devoted on Aug 21, 2007 18:47:27 GMT -5
Hmm well just for a note I am going for an Information Gatherer, Hunter of People, Bounty hunter sort of thing. I know how to find people, whether to get information from them, kill them, or bring them in for questioning. So basically you want someone found, you turn to me. You want someTHING found, i'll find who can get it. You want information, I know who has it, and then see number 1.
Im still trying to decide to do this best with in game mechanics, as im probably not going to take Foe Hunter with the changes that were made. Im considering writing up my own Class....
~Nick
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Post by Cadic's Devoted on Aug 21, 2007 20:18:00 GMT -5
Ok.. soo... I thought about this all day, and I decided to write up a PrC. It is as follows.
Hunter Prereqs: +4 Bab. Skills:8 ranks Gather Information, Survival, Spot, Listen. Feats: Track, Run, FreeRunner(CS) Other: Favored Enemy Class Feature.
Hit Die: D8
Class Skills: Balance, Bluff, Climb, Craft (), Gather Information, Hide, Intimidate, Listen, Move Silently, Profession, Sense Motive, Spot, Survival, Use Rope.
Skill Points: 4 + int mod
Base Attack Bonus: Full
Saving Throws: Low Reflex, High Fort, Low Will
Level Abilities Chart:
1) Favored Enemy (1), Hunters Mark (1) 2) Swift Tracker 3) Favored Enemy (2) 4) Hunter's Sight 1/day 5) Favored Enemy (3), Hunters Mark (2) 6) Hamstring 7) Favored Enemy (4) 8) Hunter's Sight 2/day 9) Favored Enemy (5) 10) Hunters Mark (3), Hunter’s Might
Favored Enemy: See Ranger Class Ability, except that the bonus to any one favored enemy caps out at +10. This stacks with the favored enemies from ranger for determining bonuses.
Hunter’s Mark: You may target any one creature as your current Mark. For the next 24hours/level the creature targeted becomes marked with a symbol that only you can see, which can be hidden by no normal or magical means. This mark increases your ability to hunt the creature, giving you a bonus to various skills and damage as if you had one more rank of Favored Enemy than you currently do for the creature. (This bonus can not surpass the +10 cap.) After the time period has elapsed, the same creature can not be targeted with a mark for an amount of time equal to the time it was marked. At first level you may only have 1 mark at a time, at 5th level you can have 2, and at 10 you can have 3.
Swift Tracker: A Hunter may move at his base move speed when tracking. See the ranger class ability.
Hunters Sight: At 4th level the Hunter may use the spell Living Prints 1/day as a Supernatural ability to track his prey down, even if the tracks are cold and muddled. At 8th level he can do this twice per day. Caster level is equal to the number of Levels in Hunter.
Hamstring: As a standard action the Hunter can make a single attack at a -4. If this attack hits it deals normal damage and cuts one of the targets base move speeds in half. Ex: Cutting land move speed in half would hamstring their leg. Cutting the main tendon to one of the wings would cut fly speed in half. etc. This lasts for 24 hours, or until a DC 15 heal check is made to tend the wound, or the target receives any amount of magical healing.
Hunter’s Might: At 10th level the Hunter becomes the perfect hunter of those he has marked. This ability gives him two options, either of which can be used 1/day, but not both in the same day. A) Double your skill bonuses against a single favored enemy whom is subject to your Hunter's mark ability for the next 10 hours. B) double your damage bonuses against a single favored enemy whom is subject to your Hunter's Mark ability, for the next 5 rounds.
Yes I realize it has lots of favored enemies, but its kind of the point of the class. Amusingly, I dont just like this class for this character, but i just enjoy the class in general... -grins-
Feedback from anyone and everyone is appreciated. I tried to make the pre-reqs hefty, while still allowing you to qualify by 5th level if you really try (Levels in ranger, two feats put into Point blank and precise, a pretty hefty amount of your skill points.) So anyway, let me know.
~Nick
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