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Topics - oslecamo

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21
Oslecamo's Ideas / Common Reputation[3.5](feat+subsystem)
« on: June 25, 2017, 02:03:34 AM »
Reputation

Make way for Alar the centaur Khan, savior and duke of the Emerald Forest, beloved patron of the Murkwood citizens!


In a world of wizards and dragons and angels and demons, it's easy to forget the common people in the background, just trying to live their lifes whitout being caught by the wrong magic. Those simple individuals don't rely on magic for their daily affairs, they're most probably suspicious of it, since the world is littered with the ruins of collapsed magic empires, and the legends tell how they died horribly. They don't answer magic summons, they don't make ritual pacts, but they may follow someone who earns their trust the old fashioned ways. Common Reputation is a measure of a character's popularity among those peope, how well they are known among the general population, and how much they trust them. A strong Reputation means you can call in a variety of favors, acquire contacts, and several other things to advance your purposes-or just to have some fun when stopping by the town.

However, Reputation can be easily lost if one does something to lose the trust of the common people. The easiest way to acomplish this is by dabbling too deep in the ways of magic. Because such ways inevitably lead to horrible catastrophes for the common people even if the mages have the best of intentions.

New Feat

Common Reputation
Prerequisites: Must be an humanoid, monstrous humanoid or giant and have never used a 5th level spell/power/similar or higher. Cannot be a follower/cohort/companion/similar.
Benefit: You learn how to properly harness Reputation-and how to use it to your advantage.
Special: If you ever cast a 5th level spell/power/similar or higher, or become a Cohort/Follower/Companion/similar, you automatically lose this feat and all of its benefits.

Rules of Reputation

The max amount of Reputation you can have in each type of Renown is equal to your highest number of ranks in one single skill you have. The most simple way of gaining reputation is to spend money and treasure. Donations, holding up parties, feasts or festivals, getting fancy houses and statues, they are the most simple ways of gaining Reputation.

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In alternative, if you kill  or otherwise openly defeat another creature with Reputation, you can choose to take any or all of their  Reputation, which is applied to the same kind of Renown. Killing a famous general will make you famous in military circles, beating a local crime lord makes the people watch out for you now, etc. If other creatures with pure Reputation helped you achieve victory, then divide the Reputation evenly between them. If this would make you go over your Reputation limit on that Renown Type, the excess is “frozen” until you gain more ranks. This represents your legend having grown to a point people have trouble believing it's true, so you need some more time for your true renown to be accepted. If that Reputation was invested in some long-term effect, you only gain it after that long-term effect ends.

A creature with Pure Reputation can also “offer” their Reputation of one kind to another creature with Pure Reputation, representing promises of support, taking 24 hours of talking and walking in public, as long as the receiver doesn't end with more reputation in that type of renown than you. Such offers however are not permanent, and the giver may take back such reputation at any point as an immediate action. The receiver will still benefit from that extra Reputation for 24 hours, then for another 24 hours neither benefits from the Reputation, and only after that the original giver recovers their reputation. If that Reputation was invested in some long-term effect, you only gain it after that long-term effect ends.


There are multiple kinds of Renown Types in which you can gain Reputation. Each offers several options with which you can spend the Reputation you invested on it, the respective costs being in brackets. Reputation spent “returns” after the effect gained from it is ended as an immediate action, unless noted otherwise. It was never truly gone, there's just how much you can use your name to push things each day. If you lose Reputation due to defeat or granting it to others, any on-going effects automatically end (debtors appear to collect loaned items, minions abandon you, etc).

Renown is always stronger among those that think like you. Reputation costs are decreased by 1 if the majority of the local population is of your alignment, but they are increased by 1 if the majority of the local population is of your directly opposite alignment.

You can only spend Reputation when you're inside some kind of society, altough the effects may be extended outside of it after started, like carrying around loaned equipment, transport, or minions. When an effect refers to the “locals”, it means individuals that have been living in the area for at least ten years.

When a renown ability calls for an opposed Reputation check, use your Reputation score for the relevant Renown, the defender gets a +5 bonus if they're a local and you're not, and they can use any of their types of Renown. So for example if you use Arrest, you must use your Military Reputation, but the defender could use Heroic Reputation if it was better than their own Military Reputation. Creatures without Pure Reputation count as having base Reputation zero. When you try to use an ability that calls for an opposed Reputation check and fail, you cannot use it again against the same individual until either you gain more Reputation or they lose any of their Reputation.

Renown types


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22
Oslecamo's Ideas / Commanding Officer
« on: June 25, 2017, 01:00:02 AM »
Commanding Officer


"I do not worry about that which MIGHT happen!"
-Kanbei, Yellow Comet Commanding Officer
Commanding Officers are those specialized in gathering and leading basic soldiers in both war and peace.

BECOMING A Commanding Officer

Most commanding officers are usually fighters, altough some may enter a bit late as warblades.

ENTRY REQUIREMENTS
Base Attack Bonus: +5
Feats: Weapon Focus and Weapon Specialization in at least one weapon.
Base Save Bonus: Fort +4


Class Skills
The Commanding Officer's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Any) (Int), Listen (Wis), Move Silently (Dex),  Sense Motive (Wis), (Dex), Spot (Wis), Swim (Str).
Skills Points at Each  Level 6+Int mod

Hit Dice: d12
Level   Base Attack Bonus   Fort Save   Ref Save   Will Save    Special
1st   +1   +2   +0   +2   Troops, Absolute Order
2nd   +2   +3   +0   +3   Realpolitiks, Art of War
3rd   +3   +4   +1   +3   Squad Leaders, Absolute Order
4th   +4   +4   +1   +4   Realpolitiks, Art of War
5th   +5   +4   +1   +4   Bodyguards, Absolute Order
6th   +6   +5   +2   +5   Realpolitiks, Art of War
7th   +7   +5   +2   +5   Greater Unit, Absolute Order
8th   +8   +6   +2   +6   Realpolitiks, Art of War
9th   +9   +6   +3   +6   Company Leaders, Absolute Order
10th   +10   +7   +3   +7   Realpolitiks, Art of War
11th   +11   +7   +3   +7   Tactical Retreat, Absolute Order
12th   +12   +7   +3   +7   Realpolitiks, Art of War
13th   +13   +7   +3   +7   Old Soldiers Never Die, Absolute Order
14th   +14   +7   +3   +7   Realpolitiks, Art of War
15th   +15   +7   +3   +7   Great General, Absolute Order

Weapon and Armor Proficiencies: A Commanding Officer doesn't gain any new proficiencies.

Troops (Ex): At 1st level a Commanding Officer gains 20 1st level Warriors  of his own race, unless the Commanding Officer doesn't belong to a basic race, aka LA 0 and whitout HD, in which case it must pick one such race to lead. Those warriors can only learn [Fighter] feats, have non-elite array of stats and come with one of the following kits of equipment. Regardless of the choice, those items are extremely poor quality and only useful in the hands of the troop that they come with, and thus can't be used by anybody else and have no market value. If a ranged weapon that demands ammo is chosen, the troop comes with 50 ammo. If the chosen weapon is a thrown weapon, they come with 10 of them.

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Troops are utterly loyal to the Commanding Officer, and can be automatically organized in units whitout need of training time,  but should the Commanding Officer die, they'll automatically rout and run, or surrender if there's nowhere to run away. If the Commanding Officer leads an unit formed exclusively of his own troops, he automatically succeeds at Command checks to lead said unit, and can also use his Iconic Characteristic for the Leadership ability of said unit.

As Commanding Officer levels are gained, he becomes able to atract and lead more troops, as per the following table.
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The Commanding Officer must somehow secure food and water to his troops. This may vary from buying supplies, negotiating with villagers for food in return for promises of protection, forcibly taking what you need from the locals, or cooking whatever giant beasts you slay.

Lost troops are recovered at the rate of 10% of the Commanding Officer's max capacity per day.

Iconic Characteristic (Ex): Some Commanding Officers lead by charisma, others by brute strength, or even by other characteristics. At 1st level the Commanding Officer chooses one of his ability scores. That ability score becomes his Iconic Characteristic. For each Commanding Officer level, the Commanding Officer may choose a skill. He may use his Iconic Characteristic for checks with that skill instead of the usual ability score used for that skill. Whenever another Commanding Officer ability calls for using your Iconic Characteristic, use the respective bonus from that ability score.

The Commanding Officer also chooses a weapon he's proficient with. He cannot be disarmed of the chosen Iconic Weapon.

Absolute Order (Ex): War isn't a pretty business. Many times a Commanding Officer must be ready and willing to push his troops to their limits to acomplish greater deeds. At 1st level, and every two other levels, the Commanding Officer learns one Absolute order. They can only be used on units formed from the Commanding Officer's troops, and they must be able to see or hear him.

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Realpolitik (Ex): Some may claim a Commanding Officer may know the ways of the battlefield, but knows little of the subtelties of politics. Alas, when one looks deeply at it, all diplomacy and treaties are ultimately based on “Do as we say or we hurt you somehow”, something any  Commanding Officer is quite adept at. At 2nd level, and every two other levels, the Commanding Officer learns one of the following options. He needs 8 hours of work between letters, envoys and bashing some local heads to apply that option to an area with up to ten miles radius per Commanding Officer level centered on his current headquarters. He can only have one Realpolitik active in one area at a time, but may have different Realpolitiks active in different areas. Changing a Realpolitik in an area takes another 8 hours of work.

As soon as you start setting up or changing a Realpolitik, everybody in the area to be affected becomes aware of your intention and current location for the process. If you're forced to leave the area before managing to finish to set your realpolitik or are killed, then the process is ruined and you must start anew.

If you enter an area affected by a Realpolitik you know, but applied by somebody else, you automatically recognize it. If you manage to apply your own on that area, they supress each other mutually until one of you leaves the area or dies, at which point the realpolitik of the one defeated ends.

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Art of War(Ex): The first casualty of War is Truth. A Commanding Officer must be ready to deal with people who think themselves much smarter than they really are, and how to turn their supposed superior intellect against them. At 2nd level and every two other levels you learns one of the following options. He can use them a total number of times per day equal to his Iconic Characteristic. Any save DCs are 10+1/2 HD+Iconic Characteristic.
 
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Squad Leaders(Ex): At 3rd level, for every 10 troops you control, you can promote one of them that has survived at least one battle that granted your experience. Each squad leader has 3 Fighter levels and uses the Elite Array of stats, but can still only pick [Fighter] feats. Squad leaders automatically succeed at command checks if leading your units, as long as they can see or hear you.

In addition, the Commanding Officer may add his Iconic Characteristic to attack rolls with his Iconic Weapon.

Bodyguards(Ex): At 5th level you may promote a group of up to 10% of your max troops that have survived two battles with you to bodyguards, making them all use the elite array and have 5 fighter levels, but can still only pick [Fighter] feats. They always fight as an unit, and the only leader they will accept is you.

Greater Unit(Ex): At 7th level, you become able to group up troops in units greater than 128 members. For each doubling of the amount of troops, the Unit fills double the amount of squares and counts as one size category bigger if it would be benefical for it. So for example 256 troops could be combined into a Colossal+ unit, that fills a 60x30 feet area, gains a +20 bonus on grapple checks, and so on, but only takes Colossal penalty to size.

In addition, the Commanding Officer may add his Iconic Characteristic to damage rolls with his Iconic Weapon.

Company leaders(Ex): At 9th level, for each 100 troops you have, you may promote one of them to company leader, as long as they have survived at least 3 battles that granted you experience. Company leaders each have 9 fighter levels, base stats are two 18s, two 16s and two 14s before racial modifiers, and can still only pick [Fighter] feats.They automatically succeed at Command checks when leading your units, can operate whitout your direct supervision, and even if you die, they can keep your troops fighting.

Tactical Retreat(Ex): At 11th level you and your troops become immune to Fear effects, and as a fullround action, the Commanding Officer may sacrifice half his remaining troops to retreat to a safe location. He instantly leaves the battlefield and cannot be tracked by any means, reappearing in any positon where he has ever fought on the past of his choice on the next night. He may bring along a number of willing allies up to the number of surviving troops.

Old Soldiers Never Die (Ex): At 13th level you and your troops benefit from a Deathward effect while you live, and once per day as an immediate action, the Commanding Officer may inspire his troops to keep fighting trough heaven and hell. Until the end of his next round, the Commanding Officer and all of his troops are fully immune to damage and all harmful effects. The Commanding Officer may activate this ability even if normally unable to take actions. Finally for each 10 company leaders you have, you may promote one of them to captain if they have survived at least 5 battles that granted you experience. Captains have 18 base on all their stats before racial modifiers, and have 13 fighter levels, but can still only pick [Fighter] feats.

Great General(Ex): At 15th level you stop aging and become immune to poison, diseases and harmful mindaffecting effects. If you are to die, it shall be in glorious combat!  Your squad leaders can now be up to 9th fighter level, your bodyguards up to 11th level, your company leaders up to 13th fighter level, and your captains up to 15th fighter level.


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23
Oslecamo's Ideas / Machine Mistress
« on: June 24, 2017, 11:17:00 PM »
Machine Mistress

"How did you get here? Get them PTX-003C!"-Dr.Marion Radom, Machine Mistress.


"The Machine is strong. We must purge the weak, hated flesh and replace it with the blessed purity of metal. Only through permanence can we truly triumph, only through the Machine can we find victory. Punish the flesh. Iron in mind and body. Hail the Machine!"-Paullian Blantar, Machine Master


HD:d10
Level    BAB    Fort    Ref    Will    Feature
1   +0   +2   +0   +2   Armoured Form, Machine Minion
2   +1   +3   +0   +3   Multiple Minions (2), Combine Minions, Auto Upgrade
3   +2   +3   +1   +3   Control System, Multiple Minions (3)
4   +3   +4   +1   +4   Metal over Flesh, Multiple Minions (4)
5   +3   +4   +1   +4   Advanced Prototype, Multiple Minions (6)
6   +4   +5   +2   +5   Metal over Flesh, Let's Try This +1, Multiple Minions (8 )
7   +5   +5   +2   +5   Sudden Improvisation, Multiple Minions (12)
8   +6   +6   +2   +5   Metal over Flesh, Let's Try This +2, Multiple Minions (16)
9   +6     +6   +3   +6   Greater Prototype, Multiple Minions (24)
10   +7   +7   +3   +7   Metal over Flesh, Let's Try This +3, Multiple Minions (32)
11   +8   +7   +3   +7   Mass Production, Multiple Minions (48)
12   +9   +8   +4   +8   Metal over Flesh, Let's Try This +4, Multiple Minions (64)
13   +9   +8   +4   +8   Incredible Prototype, Multiple Minions (96)
14   +10   +9   +4   +9   Metal over Flesh, Let's Try This +5, Multiple Minions (128)
15   +11   +9   +5   +9   Ever Living, Multiple Minions (192)
16   +12   +10   +5   +10   Metal over Flesh, Let's Try This +6, Multiple Minions (256)
17   +12   +10   +5   +10   Ultimate Prototype, Multiple Minions (384)
18   +13   +11   +6   +11   Metal over Flesh, Let's Try This +7, Multiple Minions (512)
19   +14   +11   +6   +11   We'll Be Back, Multiple Minions (768)
20   +15   +12   +6   +12   Living Metal, Let's Try This +8, Multiple Minions (1024)

4 Skill points+int per level, quadruple at 1st level. Class skills: Apraise, Bluff,  Concentration, Climb, Craft, Diplomacy,  Jump, Intimidate, Listen,  Knowledge(any), Perform(any), Search, Spot, Spellcraft.

Proficiencies: Simple Weapons

Features:
Unless otherwise noticed, all class features of the Machine Mistress are Ex abilities, even those that replicate spells.
Craft(construct) refers to the Craft skill with most ranks the Machine Mistress has. Artificial minions come in a variety of flavors after all.

Armoured Form: Flesh is frail and must be replaced with strong metal if you are to live to develop your work. The first "Improvements" a Machine Mistress starts with herself is plating her own body, granting her a Natural Armor bonus equal to her Int mod. This change is aparent to any viewer, altough the details vary a lot. Some Machine Mistress prefer rough metal plates, others cover themselves in smooth alloys that would look just like normal skin if not for the clear metallic colour. The details can be changed with 8 hours of work. Either way the Machine Mistress can attempt to look "normal", using Craft(Construct) instead of disguise.

If the Machine Mistress already had better Natural Armor, she may increase it by 1 instead.

Machine Minion:The Machine Mistress starts with one Machine Minion, a small or medium sized mindless construct with 1 HD that obeys whitout question (notice that as a mindless being it has neither skills or feats). Besides the usual features and traits of the construct type, it gains the following base characteristics
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It must then pick a “base” Chassis from the following list
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And then it can be fitted with Acessories. Each Machine Minion has Upgrade “slots” equal to its HD. Each Upgrade takes a number of  “slots”equal to the number in brackets.  Unless otherwise noticed each can only be taken once.
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Upgrades may be changed with 1 hour of work per Upgrade Slot. Destroyed minions may be rebuilt with 1 hour of work per HD if the body is recovered. If apropriate installations like a blacksmith or workshop are available those times are halved. If the body wasn't recovered, the Machine Mistress must spend materials worth 100 GP per HD to create a new minion from scratch. At the DM's discretion, available scrap material like destroyed armor/weapons/siege machines may be converted into new Machine Minions whitout extra cost.

Either way, the Machine Mistress has to spend 1 hour every day working maintenance on her Machine Minions (1 hour enough for all of them), or they'll start to suffer from jamming regardless of being under control range or not.

Multiple Minions: At 2nd level the Machine Mistress can build and maintain a second Machine Minion, and more as shown in the table as she levels up.

Combine Minions: At 2nd level the Machine Mistress can create servants with more HD. A Machine Minion with 2 HD takes the resources of two 1 HD Machine Minions, and every  2 HD from there takes twice the amount of level 1 minions. So a 6 HD minion takes the resources of 8 1 HD minions, a 8 HD minion takes the resources of 16 1 HD minions, and so on.

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Auto Upgrade: At 2nd level the Machine Mistress gains upgrade points equal to half her Machine Mistress level.

Control System: At 3rd level the Machine Mistress develops a special portable control system, a tiny-sized object that allows her to give orders to all her Machine Minions in a range of 30 feet per rank in Craft (Construct) she has. It must be holded in at least one hand, and if dropped its effects end until retrieved. If lost/destroyed a new one can be built with 100 GP worth of materials and 8 hours of work, rendering the previous one useless. The Control System may be combined with a weapon, in which case it works as long as the weapon is holded by the Machine Mistress.

Metal Over Flesh: At 4th level and every other level thereafter the Machine Mistress can start replacing the weak fleshy bits of her body with mechanical ones. She gains one of the following
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If you're already a full construct, instead your hit points increase by 5 every time this upgrade is gained.

Advanced Prototype: At 5th level, the Machine Mistress becomes more inspired to work on a favored project. Choose one of her Machine Minions, refered to thereafter as the pet prototype. All upgrades to the Pet Prototype cost 1 less upgrade Slot to apply, down to a minimum of 1 Slot per Upgrade. She may change her Pet Prototype by disassembling the previous one (or if it is destroyed).

Let's Try This: Making your personal mechanical army is not an exact science, and some experiments turn out better than others. At 6th level the Machine Mistress 1/day with 1 hour of work the Machine Mistress can add a total number of extra upgrade Slots on her Machine Minions (or herself) as shown on the table, distributed as she sees fit, going over the regular limit of 1 slot per HD. Those upgrades only last 24 hours tough.

Sudden Improvisation: At 7th level, once per day as a swift action the Machine Mistress can change all of her personal upgrades.

Greater Prototype:At 9th level  all upgrades to the Pet Prototype now cost 2 less Slots to apply, down a to a minimum of 1 Slot per Upgrade.

Mass Production: At 11th level if the Machine Mistress can change/rebuild all her Machine Minions and respective upgrades with just 24 hours of work.

Incredible Prototype:At 13th level  all upgrades to the Pet Prototype now cost 3 less Slots to apply, down a to a minimum of 1 Slot per Upgrade.

Ever-Living: Even if one body's is destroyed, their existence endures in the form of their greatest creations. Sometimes this is more than just a philosophical concept. At 15th level  should the Machine Mistress be killed/destroyed/similar, if one of her Machine Minions is still active, pick one at a random. It instantly transforms in a copy of the Machine Mistress when she had the same level as the Machine Minion has HD. From there the Machine Mistress can “recover” her original form at the rate of 1 level per 24 hours of work. If the Pet Project was still available, it can be instantly chosen as the new Machine Mistress, and it will only take 8 hours of work to recover her “original” form.

Ultimate Prototype:At 17th level  all upgrades to the Pet Prototype now cost 4 less Slots to apply, down a to a minimum of 1 Slot per Upgrade.

We'll be Back: It's always a good plan to instal redudancy systems and contigency protocols. At 19th level once per day as a fullround action you may cause any of your minions destroyed on the last hour to work again in full condition (this doesn't allow you to go over your usual limit of minions). In addition 1/day if you are yourself destroyed, you can instantly rebuild yourself as in Ever Living, except the process is instantaneous.

Living Metal: Flesh may be flawed, but metal isn't perfect either... Until now. At 20th level the Machine Mistress's creature type changes to construct, gaining all the traits, except she can still count herself as her old creature type whenever it would be benefical, including retaining a Con score, healing naturally and counting as a living creature for health/buffs. If the Machine Mistress was a construct all along, then she can pick a base race and gain all the related benefits as above, gaining a base Con score of 14.

In addition the Machine Mistress can now change/rebuild all of her minions and respective upgrades with just 1 hour of work, her production tecniques having been refined to flawless cold logic that erases all needless delays.

24
Oslecamo's Ideas / Pegasus Knight Prestige Class
« on: June 24, 2017, 11:05:48 PM »
Pegasus Knight

"With me!"
-Shiida, Pegasus Knight


Straight from the Fire Emblem game series, Pegasus Knights are elegant warriors specialized in spears and swords that strike from above with their winged steeds. They shine in the mobility, speed and magic resistance department, altough are somewhat lacking on  physical durability.

Pre-Requisites:
-Ride 6+Ranks
-Female.
-Non-Evil alignment
-Mounted Combat feat
-Cannot already have a companion/cohort/similar.

HD:d8
Level    BAB    Fort    Ref    Will    Feature    Maneuvers Known   Maneuvers Readied    Stances Known
1   +1   +2   +2   +2    Sky Steed   4   3   1
2   +2   +3   +3   +3    Dear Companion, Elegant Rider    5   3   2
3   +3   +3   +3   +3   Holy Resistance   5   4   2
4   +4   +4   +4   +4    Sky Soar   6   4   2
5   +5   +4   +4   +4   Wing Spear   6   5   2
6   +6   +5   +5   +5    Overwhelming Speed   7   5   2
7   +7   +5   +5   +5   Divine Resistance   7   6   2
8   +8   +6   +6   +6   Sky Storming   8   6   2
9   +9     +6   +6   +6   Pair Up, Graceful Assault   8   6   3
10   +10   +7   +7   +7    Triangle Attack, FalcoKnight   9   7   3

4 Skill points+int per level, quadruple at 1st level. Class skills:Balance, Concentration, Diplomacy, Gather Information, Knowledge(any), Listen, Ride, Sense Motive, Spellcraft, Spot

Proficiencies: The Pegasus Rider gains proficiency with the Lance, Shortsword and Longsword

Features:

Sky Steed: The Pegasus Knight gains the services of a loyal Pegasus.

Pegasus Knight abilities that demand her to ride her Sky Steed are only effective is the Pegasus isn't wearing armor of any kind and the Pegasus Knight herself isn't wearing armor heavier than medium and no shield.

Maneuvers: The Pegasus Knight learns and initiates maneuvers and Stances from the Devoted Spirit, Diamond Mind, Iron Heart and White Raven schools. Her iniator level for maneuvers and stances learned from Pegasus Knight levels is equal to her Pegasus Knight level plus her levels on classes with Ride as a class skill(as in their original class skill list, not counting feats/alternate class features/whatever that would add Ride out of nowhere), plus ½ levels on other classes. She can only learn maneuvers and stances of a level up to her (IL+1)/2.

The Pegasus Knight can recover her maneuvers from this Prc by spending a swift action and performing a Fly-By attack with her Sky Steed as described above, as long as she doesn't use any other maneuvers on the same round.

At 3nd, 5th level , 7th  and 9th levels she can choose to swap one of her known maneuvers for another of her max level.

Dear Companion: At 2nd level, as long as the Pegasus doesn't take any action besides movement and skill checks, the Pegasus Knight can choose to suffer any and all damage its Mount would receive while mounting it. In the case of area effects, they affect only the Pegasus Knight while she's riding it.
In addition, the Pegasus Knight  can count herself as her Sky Steed's size whenever it would be convenient for her, and the other way around as well.

Elegant Rider: At 2nd level, while riding her Sky Steed, the Pegasus Knight can add half its Str, Dex and Cha bonus to her own (minimum +1 to each), as long as the Sky Steed doesn't take any actions besides basic movement and skill checks.

Holy Resistance: At 3rd level while riding her Sky Steed, the Pegasus Knight gains SR=11+HD and resistance against all elements equal to twice her HD (half that against Force damage). She may rise or drop her SR at any time as a free action, even if it isn't her turn.

Sky Soar: At 4th level the Sky Steed's fly speed increases by 20 feet and its maneuverability increases to Good.

In addition while riding the Sky Steed, the Pegasus Knight may replace her regular AC by a Ride check against any attacks of opportunity.

Wing Spear: At 5th level while riding her Sky Steed, when she attacks with a shortspear, spear, Javelin or Lance, the Pegasus Knight ignores half of her target's Natural Armor, Armor, Shield, DR and hardness, plus ignoring all regeneration. As a swift action, you may make this bonus apply to Shortswords, Longswords, Greatswords and Bastard Swords instead (as long as she's proficient with them).

Overwhelming Speed: At 6th level, if the Pegasus Knight performs a fly-by attack while riding her Sky Steed against an enemy with lower Iniative modifier, she can perform a fullround action instead of a standard action during her Sky Steed's move.

Divine Resistance: At 7th level while riding her Sky Steed, the Pegasus Knight's SR increases by 2, and she no longer takes any ill effects from spells and Su abilities if she sucessfully saves against them. If the spell/Su ability didn't allow a save, she can attempt a Reflex save with DC 10+1/2 HD+Attacker highest stat mod.

Sky Storming: At 8th level the Sky Steed's fly speed increases by another 20 feet and its maneuverability increases to Perfect.

In addition the Sky Steed no longer takes any penalties for flying in bad weather (even if it's from magic origin), and the Pegasus Knight senses aren't hindered by bad weather either, plus she can perfectly see trough clouds of any kind.

Pair Up: At 9th level while riding her Sky Steed, the Pegasus Knight as a move action can get an adjacent willing creature of the size of its Sky Steed or smaller ride along whitout penalty, even if they don't have any Ride ranks. Then the extra “passenger” can choose to either take actions normally each turn, or to don't take any actions, in which case they're protected from attacks as if they were the Sky Steed in Dear Companion. In that case, the Pegasus Knight can also add either the “passenger's” Str, Dex and Cha bonus to her own if they would be better than the ones from her Sky Steed.

Graceful Assault: At 9th level the Pegasus Knight adds her Cha mod to Iniative checks.

Triangle Attack: At 10th level while riding her Sky Steed, if the Pegasus Knight attacks an opponent that is adjacent to at least two allies that the Pegasus Knight already used Pair Up with at any time in the past, the Pegasus Knight automatically threatens critical hits against that opponent. Even if they would normally be immune to critical hits, the Pegasus Knight still deals double damage if she beats her target's AC as long as using a weapon that's benefiting from Wing Spear.

Falco Knight: At 10th level the Sky Steed can now wear Light Barding whitout hindering any Pegasus Knight abilities, and also gains +2 to Str, Dex and Cha plus a Gore attack dealing 1d8+1,5 Str mod. It may use this attack once whenever the Pegasus Knight is riding it and uses a Strike maneuver, Charge or Standard action attack whitout hindering any of of her class abilities either. Finally the Pegasus Knight's SR increases by an extra 2 while riding her Sky Steed (stacking with Divine Resistance) and both her and her steed gain immunity to Cold.

25
Oslecamo's Ideas / Taint Overhaul
« on: June 24, 2017, 10:52:26 PM »
Taint

After blighting the land, a group of corrupted warriors rises from their graves  to fight once more.


When one goes indulges in their desires at the expense of others, when one revels in the pain and suffering of others, when one kills others in cold blood, it's an experience that leaves marks, even if they're not noticed right away. Deep, poisoned marks that twist both one's body and mind, making them more focused on themselves, caring even less about others, more willing to hurt, to inflict pain and suffering. And it can spread. To your belongings. To your close ones. To the very land around you. That is the essence of Taint.

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Becoming Tainted

There's no really foolproof ways to make one immune against Taint. Whenever a Fortitude Save is called to resist Taint, a  Natural 1 or 2 automatically counts as a failure to resist. If the creature did not automatically fail saves on a natural 1, they still automatically fail on a natural 2. Even undeads and constructs and can be affected by Taint.  Willingly failing a save against a Taint-granting effect automatically shifts your alignment one step towards evil.

First physical contact with a tainted creature/object, or entering a Tainted Terrain demands a Fortitude DC with DC 10+respective Taint level or automatically gain 1 taint. As Tainted Terrain has increasing levels of taint the closer to the center you get,  each sphere  counts as a different contact, with its own appropriate DC and demands a new Fortitude save (check Tainted Terrain description).

From then, for every 24 hours spent in a tainted place, or spent carrying a tainted object (even if it is not equipped), a character must make a Fortitude Saving Throw. The base DC is 10, +1 for every consecutive 24 hours of exposure +1/5 the taint of the terrain/object itself. Multiple simultaneous exposures (such as carrying a tainted weapon in a tainted place) increase the DC by +1 per extra source of exposure every  24 hours. If the character fails his saving throw, his taint score increases by 1. The multiple spheres of a specific Tainted Terrain count as a single area for this checks.


Commiting certain acts also carries the risk for taint. Every time a character performs one of the following, they must succeed on a Fort save or receiving the following amount of taint (initial DC 10, plus +5 for each extra act of the list on the previous hour).

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An object used for one of the above deeds has a 10% chance of gaining the same amount time of Taint, up to a maximum of 25 Taint.  Whetever the item gains Taint or not, it doesn't risk gaining taint from that same deed for 24 hours. Once an item has gained Taint, it cannot gain Taint again for one week. If multiple items are used on a tainting act, only the one most relevant can gain taint. Expendable items cannot gain taint.

The 15 feet radius terrain sphere centered where the deed was performed can gain Taint as if it was an item, except the Taint gained is reduced by 2, to a minimum of zero.  An area cannot have more than 50 taint.

A tainted creature inhabiting an area or regularly using an object for a decade is also enough to automatically grant it 1 Taint.

Destroying a tainted object/area will simply directly carry the taint to a random nearby  non-tainted object/area.
To get rid of the taint for good you need to properly purify it (see the Healing Taint section).

A creature's “safe” taint limit is equal to their Cha score. If a creature reaches that Taint limit, any Taint they gain is reduced by 2 to a minimum of zero, but every time they gain Taint from now on, there's a 5% chance per Taint point above their safe limit that their Taint overloads them, and they automatically become  an Evil outsider (demon if chaotic, devil if lawful, yugoloth if neutral, or other evil outsider if the DM believes it apropriate for the situation) with a CR equal to their previous CR+2. Their Taint score becomes zero, but they cannot gain more than one class level per hundred years of material plane time from now on unless they're at their taint limit (see below). The transformation is irreversible short of a decade whitout gaining any taint followed by a Wish or Miracle from somebody else.

Undeads have a taint limit of their Cha score +1 instead, and automatically gain 1 Taint every year unless they're kept sealed in a proper sarcophagus, coffin, or similar. If a mindless undead reaches their Taint limit, they break free from any form of control they're in and attack any living creatures they can detect until destroyed, or just stand around doing nothing if they can't detect any living creatures. Either way they become immune to any and all forms of control.

Evil outsiders have a taint limit of their Cha score +2 instead. An evil outsider that is at their taint limit automatically breaks out of any binding they're in and cannot be binded again.

If a living creature with Taint above their safe limit dies, roll a 1d12
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If a living creature with a taint score higher than zero but still under the safe limit dies, roll as well, but they rise as a mindless zombie that will attack any living being they can detect, or roam randomly if no victims seem to be in the area.

Destroying the body or traping the soul won't stop this process, but bringing them back to life will. The exact type of undead depending of the DM's choice and condition, but never a mindless type. If it was a player character, the player still controls the undead. Their taint score is reset to zero, but they cannot gain more than one class level per hundred years of material plane time from now on unless they're at full taint score. Such undeads cannot be brought back to life unless they spend a decade whitout gaining any taint.

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Tainted undeads or evil outsiders that are destroyed/slain do not become even stronger undeads.

Undeads or evil outsiders that would go over their Taint limits instead gain 20 temporary HP and +2 to attack rolls, saves and skill checks per point of “excess” taint. Those temporary HP and other bonus last 1 hour. Gaining Taint again during the same period of time doesn't stack the bonus, just count the bigger one. Instead of temporary HP, the tainted evil/undead may choose to heal its HP by the same amount. This means an undead or evil outsider cannot go over their safe Taint limit, and thus never risk overloading.



Protecting against Taint

Some natural substances absorb taint and thus protect those who are exposed to carry them. Examples include a pure jade rod the size of a human finger, a sheet of vellum prepared from a year-old lamb, an intricately carved piece of lightning-struck oak, or a silk sash. The DM can create other examples appropriate to the campaign as well.

Regardless of the shape or substance of the item, taint-absorbing items cost 100 gp each, and fill body item slot to be effective (holded in a free hand also works).  They can only resist up to a week, and then crumble into useless dust. Multiple such items worn in plain sight protect a character for a longer time, but only to a point: two will last twelve days, three last sixteen days, four last nineteen days, and five last for twenty one days. Any more will simply render them all innefective. Similarly, such items created by magic means automatically fail to protect from taint as well, as they lack true purity.

Such protection is only good against external sources of taint. Willingly commiting taint-inducing acts or carrying tainted items will still result in taint gain. If the item is destroyed/removed, the protection is reduced by an appropriate amount (so for example if you were at ten days in a tainted place with two such items, and one got sundered in combat, then you would need 3 days worth of saves).

In alternative, you can sacrifice such items in an 1-hour ritual to temporaly decrease the Taint score of one area of Tainted Terrain you're standing by 1 on for 1 day. The amount of items you need to sacrifice is equal to the taint level of the Taint score of the terrain. You can sacrifice more items to decrease the Taint score by 1 multiple times. So for example if a piece of Terrain has 10 Taint, you could sacrifice 27 such items (10+9+8) to decrease its Taint score by 3 for 1 day.

Tainted Terrain

Evil can seep into the land itself. Just as with creatures, the land visually changes. Skies are darker or the sun burns merciless, the climate becomes uncomfortably cold or hot, inanimate plants die off or become twisted things, water courses become oily and so on.
The radius of a tainted area grows 100 feet per week, with the new radius having one less taint than the one that spread the corruption. Thus a tainted “center” produces slightly less “tainted spheres” around it over time, with the most distant one having just one taint and not spreading any more taint of its own. Any new taint gained by the terrain apply to all the connected spheres. Tainted Terrain can only be detected  with either a survival check with DC equal to 41-1/2 Taint level from anyone, or by a Heal check  with the same DC. Evil/Good outsiders, or creatures with Aura of Evil/Good gain a +8 bonus on Heal or Survival checks made to detect Taint, as their essence makes it easier to instinctively detect Taint. Either demands being actually on the terrain. It takes one hour of observing and moving trough it, and cannot be retried if failed.

Multiple nearby tainted terrains overlap, count only the effects of the one with highest taint.

When a character casts an evil spell in a tainted area, treat the caster as +1 caster level for spell effects that depend on caster level, plus another +1 per 5 levels of taint on the terrain. When a character casts a good spell in a tainted area, treat the caster as -1 caster level for spell effects that depend on caster level, plus another -1 per 5 leels of taint on the terrain. These changes in caster level have no effect on spells known, spells per day, or highest level of spell available.
Tainted terrain also automatically blocks any indirect divination effects and teleportation effects from creatures outside it, as long as the spell is of a level no bigger than 1/5th the taint level on the terrain. Thus a tainted area with 25 taint would stop someone from outside from using teleport to get inside, but not greater teleport.

Non-tainted creatures take a penalty on saves against poison and disease equal to 1/5th the taint level of the terrain. If the terrain has at least 25 taint, then non-tainted creatures normally immune to poison and disease can be affected by it, but they don't take the penalty on the saves.

All healing that non-tainted creatures in tainted terrain receive is reduced by an amount equal to the Taint level of the terrain. So for example if a creature had Fast healing 5 and were on Taint 4 terrain, they would just regain 1 HP per round.


Tainted Creatures.

Some sages will claim taint weakens both the body and soul of the victim. If only that was true, the eternal fight against evil would be a much easier one. Unfortunately taint actually strenghtens the victim, and altough they may slowly slip into insanity, a madman's mind may be even more dangerous than that of a sane one. Thus most that know the truth about taint still try to hide it, in order to try to prevent power-hungry individuals who think they have nothing to lose from willingly becoming tainted.

For each point of Taint a creature has, they gain a Corruption of their choice (or two at random), and a Depravity at random (a player can choose to pick which Depravity they gain, but then must pick two depravities per point of taint). Usually Corruptions grant a bonus, while Depravity carries a penalty. If a creature loses Taint, they lose the respective Corruption and Depravity. If they later gain Taint again, they gain the exact same Corruption and Depravity.

Having Taint between 1 and 1/3 your Cha score results in Slight Taint, just some minor changes such as pale, grayish, dead complexion, sunken eyes, cracked lips, that can be easily covered with clothes and/or some make up. Only a full body check-up if you're helpless or willing will reveal it.

Having Taint between 1/3 and 2/3 your Cha score results in Moderate Taint, producing more drastic changes, such as Bleeding from eyes, nose, mouth, ears, or lips, hair falling out, eruption of painful sores that ooze blood, push, foul-smelling ooze, spiders, or insects. Clothes and make-up can still hide those at distance, but any adjacent creature will notice the clear presence of something quite strange on the subject. One can use the Disguise skill to try to hide it against adjacent observers. If one takes no measures to hide moderate Taint, then it is obvious to any observers.

Having Taint above 2/3 of your Cha score means Severe Taint, the creature is barely recognizeable as a member of its own race anymore. Mutated, deformed fingers or whole limbs, some parts of its body rot and fall, others grow,  fuse and deform. The creature is clearly not normal no matter how you look at it.

The signs of taint may not necessarily be "instantly horrifying" things. For example, a tainted being may become actually prettier in slight taint, with smoother skins and body imperfections disappearing until they look more like a life-sized doll or a moving picture when they reach Severe Taint, rather than an actual living and breathing being.
The DM and player are free to discuss the details of the above, but they carry no mechanic effects by themselves. That's for what the Corruption and Depravities are for.

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Tainted Items

Unlike tainted terrain and tainted creatures, a tainted item still looks pretty much the same as a nontainted one. But the effects of using such items are darkly amplified. A tainted sword leaves deeper wounds, while someone wearing tainted armor looks more menancing, and a tainted tome reveals dark secrets to those that read it too much. To notice the Taint on an item demands good martial experience in order to notice sutle changes in balance and capacity. Taint level of an item  can only be detected by a Bab check (1d20+Bab) against a DC of 10+Item's Taint level when the item is first used. Every time the user gains Taint, they're entitled a new Bab check to figure out its Taint level. Creatures with Aura of Good gain a +5 bonus on those checks.

Weapons-A Tainted weapon gains a profane bonus on attack and damage rolls equal to 1+1/5 Item's Taint score, counts as magic and evil whenever such would be benefical for it, and also gains one of the following bonuses per point of Taint depending on the conditions of the Tainting deed. Each option can be picked multiple times unless noted otherwise.

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Rolling a natural 20 with a Tainted weapon forces a Fort save with DC 20+Item's Taint level or gain 1 Taint instantly
Rolling a natural 1 with a Tainted weapon means you take damage equal to to the Taint level of the item.

Armor/Shield-A Tainted armor or shield grants a profane bonus to AC equal to 1+1/5 Item's Taint score, and also gains one of the following bonuses per point of Taint depending on the conditions of the Tainting deed. Each option can be picked multiple times unless noted otherwise. Resistances stack with other resistances. DR is either DR/-, or adds to your existing DR, whichever's better at the moment.

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Rolling a natural 20 on a save while equipped with either Tainted Armor or a Tainted Shield  forces a Fort save with DC 20+Item's Taint level or gain 1 Taint instantly.
Rolling a natural 1 on a save while equipped with either Tainted Armor or Tainted Shield deals damage to the wearer equal to the Taint level from the Armor or Shield, whichever's higher.

Tools-Items that only granted a bonus on a skill check now grant a profane bonus on that skill check equal to its Taint level. Rolling a natural 20 on the respective skill check while using the Tainted tool forces a Fort save with DC 20+Item's Taint level or gain 1 Taint instantly. Rolling a natural 1 on a skill check with a Tainted tool means you automatically fail the check and you cannot use that skill again for a number of rounds equal to the Taint level of the Tool.

Others-If an item does not fall on any of the above categories and is used for a tainting act, the user may choose to make it count as one of the above, either a simple single-handed weapon dealing base 1d6 bludgeoning damage for a medium creature (example: stone used as improvised weapon), a set of Armor whitout penalties and base 0 AC (example:clothes used for strangling), or becoming a masterwork tool for a certain skill (example: book used to plan a church betrayal now grants a bonus on Knowledge(Religion)).



Healing Taint.

Gaining taint is easy. Cleansing it, not so much. It is based on Heal checks. Sucess means 1 Taint is removed. Failure by 5 or more means the one trying to perform the healing becomes tainted themselves.  If other creatures are using Aid Another in this, they can also gain Taint if they fail their own checks by 5 or more. You can only take an auto 10 on this check by spending 10 times as much time in the healing process (you can still rest and eat in between, but can take no other activites). Interruption ruins the process and it must be restarted.

Healing Tainted creatures is performed at the rate of 1 taint per day and demands a sucessful Heal check from a creature with no more than slight taint. The DC is 10+creature's CR+Creature's Taint level. You can't heal Taint from yourself this way. In alternative, spending one decade whitout gaining any Taint automatically reduces Taint of that creature by 1. This consists of a careful check-up of the creature to be treated, use of inexpensive oils made from local plants, and shooting discussion to seek to make the victim abandon their depravities.

Healing Tainted terrain is performed at the rate of 1 taint per month and demands a sucessful Heal check from from a creature with no more than slight taint. DC is 10+Terrain Taint level (don't count temporary reductions by sacrificing items). The tainted terrain radius diminishes as the Taint is removed. This consists on ideitfying the focal points of Taint on the terrain, that will be inevitably concentrated on local trees/animals/people/spirits that will lay mostly inanimate, usually looking dead to untrained eyes. Altough one could destroy them directly, the Taint would simply spill and focus on something else on the area, probably even harder to find, so the only way of cleansing the terrain is treating those focal points.

Healing Tainted items is performed at the rate of 1 taint per month and demands a sucessful heal check  from a creature with no more than slight taint. DC is 20+Item's Taint level. This consists of applying inexpensive oils made of local plants and ritual chanting in order to wash the Taint away.

Only one creature can assist on removing Taint from a creature, object or area of terrain at a time.

New Feats


Confessor
"Tell me your sins my child."
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Tainted Martyr
"I shall suffer so others don't need to."
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Cleansing Flame
"Fire washes the skin off the bone and the sin off the soul. It cleans away the dirt."-Franko Tildon the fiend burner
"When in doubt, set it on fire."-Link, hero of the Goddess

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Taint in the World

A Campaign that uses the Taint rules is one where the dangerous seduction of evil lurks around every corner.

Taint comes naturally to those that perform darker deeds, making them more powerful, but also progressively less sane, while simultaneously corrupting their belongings and the very land where they act. For most people those may sound like a price too heavy to pay, but for those that don't care much about others, taint will seem like an easy and fast path to power. A serial killer gets stronger and harder to catch with every kill he adds. A bloodthirsty soldier who cuts down civilians just trying to escape becomes harder to control. The noble who sits at his high tower exploring the peasants is not seen during the day at all, but when he does appear his presence is malefic. Other people may call those individuals fiends in human skin, and if they keep their paths, they soon shall become actual fiends.

That killed tainted beings come back as even stronger undeads should they be killed means that summary execution is not a very good solution to dealing with them. Better to try to cleanse their taint first, so they may properly stay dead. Still, should they prove too dangerous to keep alive in the short term, one may kill them hoping they don't return instantly, and then seal their remains in a tomb full of traps, so hopefully they can't get out when they come back.

Fiends and undeads on the other hand will never "spawn" new threats when killed, so destroying them may be the most efficient way of dealing with them.

Meanwhile tainted lands are shrouded places where outside magic has trouble penetrating, where getting sick or poisoned is easier, and healing is harder, making it tempting hideouts for brigands, necromancers, and darker beings. In particular if they're already tainted. Healing the land is a lenghty process, so brave (and resistant) adventurers must flush them out before the restoration can begin.

Adventurers may be overjoyed by finding aparently superior gear on the dead cold bodies of their enemies, but overusing said equipment can easily end with them becoming tainted themselves.

Mindless undeads are dangerous tools, prone to spreading Taint and eventually going into a rampage. Sentient undead are not necessarily evil, but will start acumulating and spreading taint should they harm others.

Good clerics, paladins and rangers form the main defense against the Spread of Taint, able to detect it and heal it. Even evil overlords may choose to keep minions skilled in Heal around to cure some of the taint gained by their forces, so they don't become too depraved.

Still, some may decide that a little taint for a little power may be worth the risk in desesperate situations. Even a most holy paladin may decide to wield a tainted weapon in a time of crisis, using its corrupted power for good, and hope to cleanse the Taint away when the danger is gone, trusting his great Fortitude to keep himself from getting too corrupted. But luck may cheat him and he may suddenly find himself filled with too much Taint, warping him into dark and depraved being, the very same thing he seeked to fight against.


Example of Taint.

Robert is a simple farmer (commoner 2), but after a passing plague that results in an hunger across the region, and he ends up stealing the grain reserves from his neighbours. He must make a Fortitude save with DC 10, which he fails so he gains 1 taint, and ends up with the Tainted Skill (Bluff and Diplomacy) corruption and  Compulsive Liar depravity. Later he meets his wife and kid, hugging them and telling that a traveling noble offered them food, which means they must make a DC 13 Fortitude save or gain 1 Taint themselves dude to contact with a Tainted creature. They suceed, so no more Taint is spread around. Robert keeps telling lies due to his depravity and looks a bit pale due to slight Taint, but the family is happy because they have food.

Later that night, the neighbour discovers Robert has stolen his grain and comes begging to deliver at least some back so his own wife and kids won't starve. Robert will have none of that, so he kills the neighbour with his dagger. He must make a Fortitude save with DC 15 since he had commited a Taint act not very long ago. He fails and gains 3 more taint, gaining  three more Corruptions and three more Depravities. There's also an 10% chance the dagger he uses gains 3 taint and a 10% chance the 15-feet area centered on the dead neighbour gains 3 Taint as well. Both dagger and terrain become tainted. Robert, that has 10 Charisma, now has Mild Taint, which forces him to start wearing ticker clothing. The disguise holds for some time, but Robert keeps acumulating Taint because of his knife, and meanwhile the tainted area spreads for 200 feet. Eventually he reaches 8 Taint, meaning he has severe taint and can't hide his corruption anymore, so he tries to run away. He gains two more taint until reaching his safe limit of 10, meaning he cannot gain any more taint by  He's spotted tough by another farmer, and in panic murders him, reaching taint 11 (usually he would gain taint 13, but as he's already at his safe limit, it is reduced by 2). One point above his safe taint limit means there's a 5% chance to be overloaded by taint, but he resists. He's eventually cornered and killed by a nearby militia, only to raise as a Wight an hour later. He's however free of his depravities, so he chooses to flee for good rather than spread more violence.

His son, Billy, inherits his dagger, not knowing it is a tainted item. It actually cuts better than the other daggers around the house, so he keeps it around.  Meanwhile the area around his house also becomes mostly Taint 1. He must first make a Fortitude save with DC 12, then +2 every day for simultaneous exposure to dagger and terrain, while his mother must make an initial Fortitude save with DC 11 that increase by 1 every day. Billy and his mother both acumulate Taint as time goes on, blaming their growing depravities on the Robert's death. Having reached his safe Taint limit, Billy (chaotic commoner 1) doesn't gain any more taint from the dagger and terrain, but soon turns to inflicting excruciating torture on animals he catches. This is enough to force him to start making checks to resist being overloaded by Taint, and eventually turns into a  Dretch. His mother witnesses the transformation and manages to lock him up and goes call for help. Eventually, a cleric of Pelor trained in Heal and his asssistants come to help. They manage to heal the land and Billy's mother, but the young man is beyond salvation for now. He will be locked below a church, where he can't engage in tainting acts, and eventually an high priest of Pelor will cast a Miracle to turn him back into an human.

Alas, Robert the wight is still on the loose, and will be gaining Taint over the years, along with depravities and corruptions, while simultaneously spreading Taint across the forest where he lurks...


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26
Oslecamo's Ideas / Breath of Fire
« on: June 24, 2017, 05:01:54 AM »
Breath of Fire

Kragat, Master of the Breath of Fire discipline, purges an evil artificer's fortress together with his disciples.

History
When dragons first heard of Reshar and how he managed to find new ways of using the humanoids weak weapons, most dragons laughed and returned to their arcane studies and crushing their oponents with their mighty bodies.

Some dragons however saw the potential of the Sublime way, and started to practise it to improve their already formidable natural capacities.

And then, some dragons noticed however that there was a glaring hole in the Sublime way. It focused on simple mortal weapons like blades and axes, teeths and claws.

But the dragons had a much more powerfull weapon available to them. They could breath forth the elements themselves. If the Sublime way worked so well with the weapons of inferior creatures, what could be achieved by applying it's teachings to the greatest weapon wielded by any creature in existence?

Thus the Breath of Fire discipline was born. The name comes from the legend that an ambitious red dragon first developed it to get the edge over a neighbour gold dragon rival. Thanks to constant breathing exercises and continuous use of his flames, that red dragon slayed his gold oponent in a fantastic air duel that set the sky itself ablaze.

From then, that red dragon taught what he had learned to his hatchlings, wich ended up teaching it to other chromatic dragons, wich ended up spilling the secrets to a cleverly disguised bronze dragon, and from there the discipline spread to all dragonkind.

Despite its name, the Fire Breath discipline works well with all breath weapons.

Any creature who has breath weapons and picks up a level of a ToB class may swap one of his availables disciplines for this one.

Key skill: spellcraft. The supernatural nature of the dragon's breath demands good understanding of magic.

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Maneuvers List:


1st level

Crimson fire: Strike–deal +1d6 damage with your breath weapon.
Twisting flame: Strike–make line breath attack change direction once.
Mountain inhale: Boost– one breath weapon recharges 3 turns faster.
Smoking Burn:Boost-breath weapon leaves behind opaque screen of gas.
Elemental mantra: Stance–change shape of breath attack.

2nd level
Fire Lotus: Strike–Ignore resistance equal to your IL level.
Incinerate: Boost–Stronger breath at point blank range.
Burning revenge: Counter–use breath attack on creature wich just struck you.
Destroyer flame: Strike–turn breath attack into touch attack wich can be used to sunder.

3rd level
Crimson punishment: Strike–breath weapon deals +2d6 damage
Breathing of eternity: Stance–all your breath attack recharge 1 turn faster.
Burning soul: Strike-use breath weapon and heal damage.
Pure Flame:Strike- use breath weapon,it momentarily blinds oponents.

4th level
Covering fire: Strike– breath, and creatures that fail the save cannot make attacks of oportunity and move at half speed for 1 turn.
Red alert: Boost–all your breath weapons recharge 3 turns faster.
Strafing Run:Strike-move, breath, keep moving.

5th level
Crimson purge: Strike–breath weapon deals +4d6 damage.
Elemental assault: Strike-use breath weapon, then teleport to any empty space on the area of effect.
Fire Emblem:Boost-create an elemental weapon out of your breath.

6th level
Curtain Fire: Strike-use breath weapon, it divides into myriad of dazzling forms of your choice.
Heaven and Hell wind: Strike–use breath weapon, heals equal amount.
Echoing Burn:Boost-your breath weapon lingers on its targets.
Perfect fire lotus: Stance–Ignore enemy resistance equal to your IL.

7th level
Flame Breaker-Strike-Breath weapon punches trough obstacles.
Crimson erradication: Strike–breath weapon deals +8d6 damage.
Ruby dust: Strike–use breath weapon as a swift action.

8th level
Heaven and Hell judgement: stance–Take penalty in breath DC to increase range.
Red
Incinerating Tempest:Boost-Breath weapon turns into a persisting energy storm.
Scarlet eternity: Strike-Use breath weapon twice.

9th level
Crimson oblivion: Strike–breath weapon deals +16d6 damage, ignores resistance and immunity.

Maneuvers explanations:
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A friend of mine commented that there was no ToB discipline for breath attacks, so I decided to correct this. Now breath using characters can play with the sublime way as well! Enjoy!

Extra Note: this school is aimed at players/monsters who are multiclassing a lot since you need a good breath weapon for it to be worth it, so I choose for none of the maneuvers to have pre-reqs besides IL, just like Stone Dragon.

27
Oslecamo's Ideas / Sky Ruin
« on: June 24, 2017, 04:19:00 AM »
Sky Ruin

To think that you would go that far for the sake of preparing for me.
For the sake of creating my legend!
The one that this world couldn't do without. For the sake of the tale of the sole gatekeeper and protector of Gensokyo!


Chinese Star started with the best of intentions, but that didn't stop some of its students from misunderstanding its teachings.
Where Hong Meiling seeked to teach balance and harmony, others saw a quest for perfection-including surpassing the heavens themselves.

Challenging the skies above, they defied the gods themselves, and may had won if not for the fact that in their nonstop training for greater power and grace, they overextend their own beings to the point of collapse. Their bodies became weaker, to the point they were as fragile as a cloud. The ones that survived were sealed underground with their heretic master.

Still, some rumors are that Hong Meiling herself may have been involved in the development of those forbidden techniques. But she no longer uses them in duels. At least duels that anyone else witnessed and lived. Some say the Chinese Star Mistress doesn't guard her mansion just against wordly threats, but spiritual ones that are invisible to most mortals. And some of the are mighty enough to force her to unleash the forbidden techniques that can pierce the very heavens above and all below it.

This is a Forbidden school.

Parent School: Chinese Star.  It is all and good to try to overcome our limits, but trying to do too much too fast will always be counterproductive.
Forbidden Sign: All that hard work tires you quickly. You must take a 1-hor nap every afternoon on top of any other rest you need.
Forbidden Cost: When you fail a Fortitude save, you lose HP equal to twice your current Forbidden Price. When you succeed on a Fortitude save, you lose HP equal to your current Forbidden Price. You must always roll a Fort save when called even if you would be immune to its other effects.


Sure is hard to fight the little ones.

Maneuvers Descriptions

1st level
Iron Fist "An Unarguable Youkai Punch": Strike- Violence is the ultimate argument.
Catfish "See? The World is Shaking!" : Boost- The very land bends to your strength.
Divine Fist "Hell Thrust from Above the Clouds":Stance- Let the sky fall.

2nd level
Fist Sign "Heavenly Net Sandbag":Strike- Barrage of punches locks your target.
Fist "Falling Sky Hammer": Counter-Let none under the heavens escape!

3rd level
Barrage "Cloud World Kraken Strike" : Strike-bouncing assault
Catfish "The Earth Liquefies into Mud!" :Boost- merge with the land.

4th level
Divine Fist "Hell Thrust from the Heavenly Seas": Strike–Terrifying punch.
Thunderous Yell "A Scolding From a Traditional Old Man" :Boost–Turn your martial focus into ki beams!

5th level
Hand Strike "Fist Smash" :Strike-Crush them into mush.
Catfish "I'm Charging Up!":Boost-Your power level rises beyond your enemy's wildest expectations!

6th level
Rage "Calamity Scolding Scorch" :Boost- Zen fury.
Barrage "King Kraken Strike" :Strike-Lead synchronized assault.

7th level

Annihilation "Consecutive Hooks throughout Heaven and Earth" :Strike-Send them flying and then crash them down.
Catfish "All-Electrical for Ecology!":Boost-Lighting is slow compared to you.

8th level

Iron Fist "Nyuudou Nyoki":Strike- Attack to pierce everything.
Lightning "Electrified Nyuudou" :Boost- Shocking blows


9th level
Rage "First and Last of Its Kind Scolding Scorch":Stance-Block out the heavens.
Great Catfish "With This Ends the Fleeting World!" :Strike-Anihilate the land itself.



Maneuvers List

(click to show/hide)

28
Oslecamo's Ideas / Chinese Star: Mixing Strength and Beauty
« on: June 24, 2017, 02:51:31 AM »
(this school was made by Techhykat for the Tobhou project. Since he hadn't posted in the previous forums for some time neither seems to be in this new one, I'm taking the liberty of transfering his work)

Chinese Star

- "You're all children compared to 4000 years of history!" - Hong Meiling, the first Chinese Star master.

   Chinese Star is a martial art that eschews that function comes first and seeks to combine form and function together into a beautiful gestalt. Based on the combination of the manipulation of your inner Qi, the Qi that surrounds you and the beauty of a truly flowing and graceful martial art; this School attempts to find beauty on the battlefield, while still being a formidable force that opponents will fear. As with every art, each student has its own style and this comes through in the manipulation of your Qi; with some being fiery and brutal, while others are colourful and graceful. There is always a single constant of all students of the school of Chinese Star. They are rarely if ever subtle. In battle the air is filled with sweet smells, beautiful colours and for some students their Qi even rings out musically.

   The school of Chinese Star was created by the guardian of an ancient mansion, in her efforts to protect it from all harm. She was already gifted in the arts of Qi manipulation and was a true master of the mystic martial arts of the east, so was able to combine them into the great and powerful art of Chinese Star. Each and every movement is empowered by the flow of Qi within, lending its power into strikes that hamper the opponent and allow the practitioner to move with the grace of a butterfly. Inspired by the beauty that surrounds her in the gardens which she maintains, she brought these into her martial arts, making rainbow coloured Qi empowered flurries that are not only powerful, but truly a spectacle to behold.

   Though this martial art may not be known widely throughout the world, it leaves a distinct impression on those that witness true masters of the art in battle. It is both truly frightening in its power and versatility but also the magnificent form and beauty that it has. To be able to learn this art, students travel to see the Guardian of the mansion and the first master of this art. The first master is always happy to have students, as she enjoys the company and it alleviates the monotony of being the only gatekeeper.

This school is available only to those who take the Shanghai Teahouse feat.

The key skill of this discipline is Iaijutsu Focus, as Chinese Star is about controlling, maintaining your Qi and releasing it all in sharp bursts of energy through your entire body.

The favoured weapons of this discipline are; Unarmed strikes, Dao (or Longsword), Guandao (or Glaive), Jian (or Short sword) and Qiang (or Spear).

New Feats
(click to show/hide)


The sigil of the Chinese Star school of Martial Arts.

Manoeuvres.


1st level.
Closing of the Gate: Counter - Punish a opponent who moves near you, halting their movement.
Flowing Qi Form: Stance - Glow with Qi power, flowing through the battlefield gaining bonuses to speed and either AC or Reflex
Fragrant Orb Strike: Strike - Create a rainbow coloured orb which explodes, harming all enemies around a target.
Inner Strength: Boost - Focus on your inner strength, empowering your next strike with Qi
Three Point Strike: Strike - Strike at specific pressure points, causing an enemy to be unable to move freely.

2nd level.
Catching a White Feather: Counter - Attempt to catch a sword as it goes to strike you, then either disarm the opponent or break the offending weapon.
Colourful Rain: Strike - Twirl on the spot, releasing small Qi projectiles that harm opponents and help allies.
Descending Flower Slam: Strike - Leap into the air, delivering a harsh kick to an opponent that knocks them to the ground.
Radiant Rainbow Spirals: Boost - Create a point of Qi that you twirl around your body, making those who stand near you unable to move away.

3rd level.
Water Barrier Tai Ji Quan: Counter - Make an Iaijutsu Focus skill check instead of a Reflex save, be excluded from the area if successful.
Colourful Wind Typhoon: Stance - Become an unpredictable whirlwind of motion, making opponents miss you entirely.
Piercing Red Strikes: Boost - Make your attacks piercing points of impact, ignoring DR.
Strike Sign “Roc’s Fist”: Strike - Strike your opponent with a single powerful strike, sending them flying into the sky.
Yellow Tremor Kick: Strike - Stomp the ground, sending a Qi shock wave that harms opponents and sends them into the dirt.

4th level.
Earth Dragon Leap: Boost - Focus your Qi in your legs, allowing you to make great leaps.
Gorgeous Sweet Flower: Strike - Strike an area of the battlefield with your attacks, build upon by repetition.
Qi Burst Tai Ji Quan: Counter - Become a wall, focus your mind and push those that surround you away.
Scarlet Inch Crush: Strike - Focus the Qi into your arms, before delivering a powerful strike that disables your opponent.

5th level.
Fragrant Wave: Boost - Fire long lines of Qi at your opponents to attack from a distance.
Sky Dragon Kick: Strike - Leap like a dragon, strike your opponent down and then follow them down.
Spiralling Light Steps: Stance - Become able to balance even on water itself.
Colourful Stopping Fist: Strike - Attack an opponent relentlessly, reducing their ability to defend themselves.

6th level.
Colourful Light Chaotic Dance: Strike - Rise into the air in a small whirlwind, throwing everyone around you into chaos.
Fierce Tiger’s Focus: Boost - Purge yourself of debilitating effects.
Radiant Rolling Counter: Counter - Rush an opponent who is about to cause you harm, prevent that harm.
Rainbow Sign “Intense Rainbow Fist”: Strike - Flurry at those around you, making them unable to fight at their best form.

7th level.
Destructive Strike “Sudden Roc’s Fist”: Strike - Suddenly fly into a destructive series of strikes, and power through them potentially killing them.
Earth and Sky Dragon Kick: Strike - Send your opponent into the air, catch them in the Sky before slamming them into the Earth.
Colourful Negation Barrier: Counter - Conjure a barrier, catch magical projectiles to protect both yourself and your allies.

8th level.
Instant Lightning Strike: Strike - Attack with lightning speed striking truly, repeat this attack when they least expect it.
Qi Overdrive: Boost - Crackle with Qi energy, making your attack reverberate in the enemy struck.
True Focus, True Grace: Boost - Focus your mind and body and be able to use your skill at Qi control for other purposes.

9th level.
Flower Sign "Colorful Light Lotus Flower Palm": Strike - Draw Qi energy into your enemy with a single strike, then destroy them with that energy.
Qi Sign "Fierce Tiger's Inner Strength": Stance - Fill your body and mind with extra Qi energy from within and from without. Difficult to maintain.

29
Oslecamo's Ideas / Symposium of Feats
« on: June 24, 2017, 12:28:49 AM »
This thread for Tobbhou feats that aren't tied to any specific class or school.

Focus Fire

Taking the opponent before you is your main priority, even at the risk of your own safety.
Pre-requisites: Must know at least one martial stance.
Benefit:When you enter a martial stance, you may choose to focus fire. All your movement speeds are halved, you take a -1 penalty to AC and Saves, and in return you gain a +1 bonus on attack rolls and the DCs of your abilities. You can increase the penalty and bonus by an amount up to half the stance level you enter, rounded up. The bonus/penalty lasts until you exit the stance.


Border of Duel

A proper battle demands a proper arena.
Pre-requisites:Must know a martial stance.
Benefit: When you enter a martial stance, you can select one opponent within view. If she makes an attack that doesn't include you as the target, they take a penalty equal to your stance's level on attack rolls, IL, damage rolls, DC, skill checks and ability checks on that attack. A single creature can't be affected by more than 1 Border of Duel at a time, any new attempts fail, it lasts until the one who started it dies, is rendered helpless, exits the stance, or 5 rounds have passed, whatever happens first.
Special: If the stance you entered is a supernatural one, you may choose for mystic and colourful patterns reflecting your personality and specialization(s) to surround you and your opponent for the duration.

Border of Death

When you're on the verge of losing everything it's the best time to give it your all.
Pre-requisites:Must know a martial stance and at least one strike maneuver.
Benefit:When you would be rendered helpess or reduced to below 0 HP by another creature and you're in a martial stance and have at least one strike maneuver readied, you may expend the maneuver as a non-action to use the strike on the one that attacked you. If you inflict them at least 1 damage or they fail a save against your strike (if any), then you're not rendered helpess and/or you don't drop below 0 HP. You then exit your martial stance and unready all your maneuvers.


Hit Box

Harsh training allows you to shift your vital organs into a smaller space inside your body that's thus harder to hit.
Pre-requisites: Must know one martial stance.
Benefit:While on a martial stance, you gain a 50% chance plus 5% chance per stance level to ignore the extra damage from critical hits. This stacks with other effects that increase chance to ignore critical hits. In addition you can re-roll natural 1s on saves.

Mundane Magic

The border between fantastic and common can be pretty thin.
Prerequisite: Knowledge of both Su and Ex maneuvers.
Benefit: You can choose for your maneuvers to count as either Ex or Su when you use them.

Graze

By getting in the thick of danger and surviving, you can better attack your opponents.
Pre-requisites: Must know a martial stance.
Benefit:While on a martial stance, when you succeed on a save against an effect caused from another creature without using any maneuver, you gain a bonus on the next attack roll and damage roll against said opponent equal to 1+Stance level, plus a bonus to the DC (if any) equal to half of that rounded down. This bonus is lost if you don't attack that opponent again within 1 round. Making multiple saves against effects from a single opponent in a single turn doesn't stack against a single opponent.


Everything Explodes.


Prerequisite: Knowledge of at least one maneuver that deals damage.
Benefit: You can use maneuvers to deal damage to attack things that interact physically with the world but do not normally have HP such as a fog or a wall of force/fire or mage's tentacles. In the case of area effects such effects count as enemy creatures. In the case of targeted maneuvers you must pick the effects as targets. They count as having 10 HP per CL/IL. If the effect was created by a spell/maneuver/similar of a lower level than the maneuver you're using, it is automatically destroyed instead.


Meta Maneuver feats


(click to show/hide)

Weather Rhapsody

Heh heh heh,
I've found another amusing way to pass the time.
The weather is the materialization of spirit, was it.
Spirit, or in other words, ghosts.
Meaning, if I watch the surrounding weather,
I can understand the shape the afterlife will take.
Prerequisite: IL 11, must know at least one Martial Stance.
Benefit: When you enter a Martial Stance pick one opponent you can detect and one of the below options. You deem the opponent guilty of that and the weather around them changes accordingly, giving you a bonus as detailed on the spoiler section until you change stances again. Your target is allowed a Will save with DC 10+Stance level+Your highest stat mod to make a counter-accusation, defend their case or trash talk back, in which case they also gain the benefits of the weather against you. However if your opponent isn't guilty of the thing you accused them of, then the weather doesn't change.

 If two warriors with Weather Rhapsody  pick each other as the targets, the last one to change stances becomes the dominant weather (if their accusation was correct). However if the one who got their weather supressed enters a new stance, they can choose for theirs to become the dominant weather between them. It's possible for a creature to be the target of multiple Weather Rhapsodies from different opponents, in which case the local weather becomes a messy mix of the options, but the combatants still gain the respective benefits against each other.
 
(click to show/hide)

30
Oslecamo's Ideas / Gate Guard
« on: June 23, 2017, 11:37:55 PM »
Gate Guard

“I'm a normal person who just guards.
And for that reason, I'm in your way. ”
-Hong Meiling, chief Gate Guard of the Scarlet Devil Mansion

Gate Guards are beings that dedicate their life to protecting important places and people while looking good. Thus they train hard to be able to fight effectively whitout clunky, bulky weapons or armor.

MAKING A GATE GUARD
Abilities: Charisma is the key ability for Chinese Star and several Gate Guard abilities. Strentgh bolsters your HP, unarmed strikes and Fort saves. Dexterity may come in handy as you're not wearing armor.
Races: Dragons that can turn into humanoid form are the most well known gate keepers, but several humanoid races have picked it up as well.
Alignment: Gate Guards can be of any alignment, but they usually tend more to the lawful and neutral spectrums. Evil Gate Guards feast on the flesh of the defeated. Good Gate Guard seek to protect the weak and helpless.
Starting Gold: 4d4x10 (100gp)
Starting Age: Young


HD:d10
Level    BAB    Fort    Ref    Will    Feature    Maneuvers Known   Maneuvers Readied    Stances Known
1    +1   +2   +2   +2    Martial Pride, Iajutsu Fist   4   3   1
2   +2   +3   +3    +3    Guard Guile   5   3   1
3   +3   +3   +3   +3   All-Around   6   4   1
4   +4   +4   +4   +4    Just about anyone could see through that disguise!   7   5   1
5   +5   +4   +4   +4   Formation in Front of Water 1/day   8   6   2
6   +6   +5   +5   +5    Guard Guile   9   6   2
7   +7   +5   +5   +5   Gate Keeper   10   7   2
8   +8   +6   +6   +6   Imposing Presence   11   8   2
9   +9     +6   +6   +6   Formation in Front of Water 2/day   12   9   2
10   +10   +7   +7   +7    Guard Guile   13   9   2
11   +11   +7   +7   +7    Great Wall   14   10   3
12   +12   +8   +8   +8    No Weak Point   15   11   3
13   +13   +8   +8   +8   Formation in Front of Water 3/day   16   12   3
14   +14   +9   +9   +9   Guard Guile   17   12   3
15   +15   +9   +9   +9   Great Stand   18   13   4
16   +16   +10   +10   +10   Old Tradition   19   14   4
17   +17   +10   +10   +10    Formation in Front of Water 4/day   20   15   5
18   +18   +11   +11   +11    Guard Guile   21   15   5
19    +19   +11   +11   +11   Ancient Tradition   22   16   5
20   +20   +12   +12   +12   Enlightned Keeper   23   17   5

4 Skill points+int per level, quadruple at 1st level. Class skills: Balance, Bluff, Climb,  Concentration, Craft(any), Iaijutsu Focus, Intimidate, Jump, Knowledge (any), Listen,  Profession(any), Search, Sense Motive, Spot, Swim, Tumble

Proficiencies: Simple weapons.

Features:
(click to show/hide)

Martial Pride: All of the Gate Guard class features only work while she's unarmored, unencumbered and whitout a shield equipped either. She may also use her Str mod to calculate her HP and Fort save instead of Constitution.

Maneuvers: A Gate Guard gains Shanghai Teahouse as a bonus feat and learns maneuver from the Chinese Star school and one other martial school of her choice. If the second school demands any special prerequisite (like Ancient Temple needing a feat) the Gate Guard must fulfill it as well. Her Initiator level is equal to her Gate Guard level plus half other levels, and she can only learn maneuvers of a level no bigger than half (IL+1).

Whenever the Gate Guard hits an enemy with an unarmed strike whitout using a maneuver neither under the effect of a Boost, she recovers one expended maneuver.

At 4th level, and every even-numbered level afterwards, the Gate Guard can swap replace one of her older maneuvers with a new one she qualifies for from one of her two schools (the new one doesn't need to be of the same level of the older one).

Iaijutsu Fist: A Gate Guard  can use Iajutsu Focus with unarmed strikes against each opponent, but no more than once per ecounter per opponent. She must decide to use this ability at the start of her turn. During rounds in which she doesn't choose to use Iajutsu Focus with her unarmed strikes, she gains an insight bonus to AC equal to her Gate Guard level+3.

Guard Guile: At 2nd level, as a free action whitout need of a touch attack or provoking attacks of opportunity, the Gate Guard can initiate a Bullrush, Disarm, Trip, or Grapple attempt when she hits an opponent with an unarmed strike against that same opponent. In addition pick one of the following options, and  another for every 4 levels thereafter.

(click to show/hide)

All-Around: At 3rd level,  with 1 hour of exercising, the Gate Guard may gain any one Fighter bonus feat she qualifies for, except weapon proficiency feats. That feat lasts until she uses this ability again, and cannot be used to qualify for other feats.

Just about anyone could see through that disguise!: At 4th level, the Gate Guard gains a bonus on Spot, Sense Motive and Listen checks equal to her Cha mod, plus Blindsense 5 feet per 2 Gate Guard levels.

Formation in front of water: At 5th level, once per day as a free action the Gate Guard may decide to make a stand. She cannot willingly move from her position, and gains a +8 bonus on all saves and checks to avoid being moved. While Formation in Front of Water lasts, the Gate Guard gains hardness equal to her Cha mod and her unarmed melee reach increases by 20 feet per 5 Gate Guard levels, unnafected by her size. This lasts until she moves from her position or is moved. In either case, in the next round she gains a +4 bonus on all attack rolls, damage rolls and ability DCs.

At 9th, 13th and 17th level the Gate Guard can use Formation in front of water an additional time per day.

Gatekeeper: At 7th  level the Gate Guard may make a number of extra attacks of opportunity per round equal to her Cha mod, and in addition she ignores all cover less than total cover and all concealment with her Aoos.

Imposing Presence: At 8th level, any enemy inside the Gate Guard's unarmed strike reach takes a penalty on all skill checks equal to her Bab. If a creature sucessfully damages the Gate Guard in melee, they no longer take that penalty until the Gate Guard hits them with an unarmed strike.

Great Wall: At 11th level, 1/day  the Gate Guard may erect an invisible barrier of Ki that surrounds an area depending on the time she spends meditating.

Fullround-Up to one 5 feet square per Gate Guard level
Hour-Up to one 10 feet square per Gate Guard level.
Day-Up to one 50 feet square per Gate Guard level.

While you remain outside the Great Wall, alive (or non-destroyed in the case of constructs/undeads),  nobody else can enter those areas from outside, even by teleportation effects and similar.

Those areas must be connected to each other, and the barrier extends both upwards to the heavens and below the earth, meaning creatures cannot go over or under it.

However you must also declare an area at least 20 square feet as the "Great Gate", that creatures can go trough normally. The Great gate must be positioned over a clearly visible physical location that makes it look like a clear opening, like an actual gate, a door, or a pair of large rocks. If that physical location is fully destroyed, the Great Wall automatically ends.

A Gate Guard may only have one Great Wall at a time. Starting a new ends the previous one.

No Weak Point: At 12th level, when using All-Around, the Gate Guard may choose to become immune to either disease, poison, one kind of ill condition like dazed/stunned/nauseated/etc, critical hits, or one elemental damage type, or yet gain SR=11+HD, which may be raised or restarted at any time as a free action. In addition she may use her All-Around ability as a free action even if it isn't her turn once per day.

Great Stand: At 15th level, by spending two uses of Formation in Front of Water, The Gate Guard gains the usual benefits and for the duration she may grant her hardness and immunity from No Weak Point to her visible allies, and they can still move, but lose the bonus if they leave your sight.

Alternatively the Gate Guard  may instead gain the bonus of Formation in Front of Water just for herself and use Summon Nature's Ally of a level equal to half her Gate Guard level when starting this, in which case they gain the bonus as well (but not any other allies nearby) and last until one round after the Formation in Front of Water ends.

Old Tradition: At 16th level, the Gate Guard may choose two options to become immune to with No Weak Point, and change freely an additional time per day.

Ancient Tradition: At 19th level, the Gate Guard may choose three options to  become immune to with No Weak points, and change freely an additional time per day.

Enlightened Keeper: At 20th level, such is the legend of the Gate Guard that her challenges are undeniable. If the Gate Guard is in view or can be heard, enemies must each round suceed on a DC 10+1/2 HD+Cha mod Will save if they want to attack anyone else. If the Gate Guard is attacking them and no other creature, increase the DC by 10. In the case of area attacks, they don't need to save if the area includes the Gate Guard. Creatures with less HD than half the Gate Guard's own HD automatically fail this save.

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31
Oslecamo's Ideas / Venerable Battlefield
« on: June 23, 2017, 04:52:06 AM »
Venerable Battlefield

”If a Shrine Loses its Faith, it becomes nothing but a simple shack
Now, you, who only goes to visit such a shack every day
Experience the raging soul of a god!”
-Kanako Yasaka, Greater Deity

Even if each has her own unique portfolio, all gods need to battle daily to ensure their faith income. Be it granting blessings to their worshipers, punishing the enemies of their creed or even facing divine rivals, each god has to be ready to rise to the challenges of the world.
Now normally each god has wondrous natural powers, but more often than not they have limitations or just aren't suitable to the situation at hand. But the raw essence of Faith every god gathers can be directly channeled for fast and pratical purposes.
This is the basis of the Divine Battlefield discipline, that comes naturally to any deity, but remains forever outside the reach of simple mortals that cannot gather Faith.

Venerable Battlefield is unique in that it always manifests diferently from one use to the other, as each God ends up harnessing their own flavors of Faith. This divine discipline focuses on channeling curses and blessings trough physical blows while protecting the god.

Key skill:Gather Information. Knowing how to gather faith is surprisingly similar to gathering rumors, whispers, connections and friendships, just in a much larger scale.

Favored Weapon: The god's favored weapon, plus unarmed strike.

Maneuver List:


1st level

Divine Sky:Strike–blow removes your enemy's will to fight.
Mortal's Heart: Counter-Enemy striking you becomes lazy and carefree.
Promise of the God:Strike-wave related to your portfolio strikes down unbelievers and cures your followers.
God Sign-Beautiful Holy Spring: Boost–fill the air around you with droplets that make it harder to move.
Abundance Sign-Divine Harvester: Stance–channel raw faith directly into your body.


2nd level
Flawed Sign-Broken Charm of Protection: Strike–Attack destroys other deity's holy symbols, disables magic items.
Evil Spirit-Misfortune's Wheel: Strike–Attack curses your oponent with unluck.
Bad Luck-Scar: Counter–maim enemy that attacks you.
Biorhythm of the Apotropaic God:Boost–overload your body with faith.

3rd level
Wound Sign-Flowing Pain of the Exiled God: Strike–chain of attacks sends your opponents reeling back.
Fate-Old Immortal Fire:Stance-surround yourself with defensive curses.
Crossroads of Heaven:Strike-paths to the divine lead the unbelievers to their own doom.
God's Cross:Boost-fascinate those close to you.


4th level
God Hidden Among Tree Leaves:Strike-Attack while blending into the enviroment.
God Above-Storm Day: Boost–Fly up and rain down punishment on your enemies.
Peerless God-Illusionary Dominance: Strike–attack faster than your opponent can keep up.
God Procession-Divine Advent:Boost-Use your natural divininity instead of your own combat prowess.

5th level

Spiral Sign-God Throughout the World: Strike-shape the power of faith with your will.
Light Sign-Absolute Justice: Counter-Trap, judge and punish those that dare turn on you.
God Art-Most Valuable Vajra:Boost-Craft weapon specially designed to defeat your personal foes.
Jeweled Relic-Greatest Treasure:Strike-channel your power trough holy item.

6th level
Light Sign-Demon of Purification:Counter-cleanse yourself by transfering your illness to your enemies.
Rice Porridge in Tube-God's Rice Porridge:Boost–Let them eat cake.
Divine Festival-Expanded Honored Pillars: Stance–Wield temple columns as mighty weapons.
Complete Clarification:Strike-Purge the unbelievers.

7th level
Light Sign-Aura of Justice:Boost-Opponents that dare attack you get dazed.
Jeweled Pagoda-Radiant Treasure Gun: Strike–Unleash wave of divine wrath.
God's Light-Vajra of Perfect Divinity:Strike-A flawless blow for flawless destruction.


8th level

Forgotten Husk-Unremembered Crop:Boost-Punish enemy for forgeting the old ways.
Weird Festival-Madly Dance on the Sacred Ground: Stance–begin the fireworks!
Sacrifice Sign-God's Hunting Shrine Ritual: Strike-mark target for offering.
Heaven's Stream-Miracle of Flood:Strike-drown your enemies with faith.


9th level
God Sign-Ancient Fate Linked by Cedars:Stance–Stand like an ancient venerable tree.
Heaven's Dragon-Source of Rains:Strike-Unleash storm of vengeance.
Divine Husk-Divining Crop:Boost-channel your godly realm
Mystery-God's Clear Existence:Counter-disapear and then punish unbeliever.


10th level
Mountain of Faith:Stance–encircle yourself with multiple layers of divinity.
Virtue of The Divine God:Strike-Prove your deityhood.
God Sign-Reaching God's Path:Boost-Make your own way.


You need at least Divine Rank 1 to learn Venerable Battlefield maneuvers from levels 1 to 4.
You need at least Divine Rank 6 to learn Venerable Battlefield maneuvers from levels 5 to 7.
You need at least Divine Rank 11 to learn Venerable Battlefield maneuvers from levels 8 to 9.
You need at least Divine Rank 16 to learn Venerable Battlefield maneuvers of level 10.

Yes, Venerable Battlefield goes one step above of the other schools and possesses a whole new level of skill and power, altough only the strongest gods can master it.

The easiest way to get Divine Ranks is to be a god

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32
Oslecamo's Ideas / Septette for the Dead
« on: June 23, 2017, 03:08:47 AM »
Septette for the Dead

"A skilled hawk does not show its claws... "-Remilia Scarlet, Septette for the Dead mistress

Among the predators of the night, none can claim to be more efficient or more discrete than a vampire.
Mixing in among the living since the dawn of times, hiding in plain sight in the middle of their own preys, they feast upon fresh blood and then still mix in with the local high society. Cheating both heaven and hell a vampire is an eternal being that retains her youth and power at the cost of lesser beings.

Of course, this also means that vampires have been shaping the fate of the living since times immemorial. Rising to important positions, gathering powerful servants, a vampire's true nature goes far beyond  her simple superior physical prowess and undead qualities.

Septette for the Dead is a discipline developed by vampires over countless centuries, perhaps millenia, in order to refine their abilities of corruption, blood sucking and fate manipulation. No initial master is confirmed, but most vampires will recognize the "just 500 years old " Remilia Scarlet as a key contributor to this discipline, refining, polishing and teaching many tecniques herself. Even many living have managed to dabble on this discipline since then, altough only when one is willing to drink their own kind's blood for power can they unlock the true power of the Septette for the Dead.

An Eternal Royal may swap Border of Life for Septette for the Dead.

Key Skill: Disguise. A child that's over 500 years old. An undead that can flawlessly mix in with the living. Septette for the Dead is based on disguising one's true nature.
Discipline Weapons: unarmed strike, Slam, dagger, spear, shortspear, greatspear, javelin, spiked chain.

New Feats
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Maneuver List:


1st level


Vampire Claw: Strike– Bloody slash.
Night Dance: Counter-trying to stop you only makes you come closer.
Ceiling Fear:Boost-make them afraid.
Heaven's Punishment "Star of David": Strike– Corrupted hexagram boosts your attack.
Servant Flier:Stance-Winged familiar does your dirty work.

2nd level
Vampire Kiss: Strike–quickly satisfy your hungers.
Critical "Heart Break":Strike–Impale your opponent at range.
Scarlet Sign "Red the Nightless Castle": Counter–Crimson tower punishes your opponents.
Bat Sign"Vampire's Web"  :Boost–Split yourself into a bat swarm.


3rd level
Dark Sign "Scarlet Netherworld": Strike– Rain of blood.
Scarlet Sign "Bloody Magic Square":Stance-Fill the battlefield with crimson.
Night Sign "Bombard Night" :Strike- charge knocks down your enemies.
Stigmanizer :Boost-Cross of blood to smite your enemies.

4th level

Curse "Curse of Vlad Tepes":Strike– Bestow impalement
Millennium Vampire: Boost– Recklessly feed in your enemies.
Destiny "Miserable Fate" :Strike– chains bring your opponent's doom.
Midnight Sign "Demon King Cradle":Boost-Deliver death from above.


5th level
Scarlet Sign "Scarlet Shoot":Strike- blast of blood.
Chain Gang : Counter- Link yourself to an opponent trying to escape.
Demon Lord Walk :Boost-Aproach so fast they don't see you coming.
"Red Magic":Strike-Acquire mystical powers trough blood.

6th level
Divine Punishment "Young Demon Lord":Counter-unleash spawn of the abyss against those who oppose you.
Hell Sign "Mountain of a Thousand Needles":Boost– Multiply projectile.
Devil Sign "All the World in Nightmare": Stance– Corrupt yourself and those around you.
Scarlet Magic "Scarlet Devil":Strike- Unleash spawn of the 9 Hells against your prey.

7th level
Archdemon "Remilia Stretch"-Boost-Channel the power of hell.
God Art "Vampire Illusion": Strike– Bloody facade.
Demon's Dinner Fork :Strike-hail of pointy things.


8th level

Midnight King "Dracula Cradle":Boost-Reckless aerial assault.
God Devil "Remilia Stoker": Stance–Unholy manipulator of fate.
Scarlet Sign "Scarlet Meister": Strike- Make them bow to your power.
Divine Spear "Spear the Gungnir":Strike- thrown attack pierces all.


9th level
Scarlet Moon:Stance– Crimson night sky.
Scarlet Destiny:Strike- It can only end in blood.

33
Oslecamo's Ideas / Mythical Maid class +Lunar Dial School
« on: June 23, 2017, 01:24:41 AM »
Mythical Maid

"A being all of us have heard about, but have never seen"-Zun, over deity.


A Mythical Maid is a dedicated servant to a noble mistress, ready to support in all kind of menial tasks. Like cleaning, cooking, stabbing stuff dead, and going on quests for their beloved mistress.


MAKING A Mythical Maid
Abilities:Mythical Maid abilities may favor Dexterity, and Intelligence is important for Lunar Dial maneuvers, but otherwise they're not really focused on any particular ability score.
Races: Humans, android and fairies are the most well known maids, although members of every race have tried this path at one point or another.
Alignment: Mythical Maids can be of any alignment
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Starting Gold: 4d4x10 (100gp)
Starting Age: Young


HD:d8
Level    BAB    Fort    Ref    Will    Feature    Maneuvers Known   Maneuvers Readied    Stances Known
1    +1   +0   +2   +0   Maid Code, Maneveurs, Under Servant   4   2   1
2   +2   +0   +2   +0    Elegant Maid   5   2   1
3   +3   +1   +3   +1   Servant Specialization   6   3   1
4   +4   +1   +4   +1   Servant Specialization   7   4   1
5   +5   +1   +4   +1   Servant Specialization   8   5   2
6   +6   +2   +5   +2   Senior Servant    9   5   2
7   +7   +2   +5   +2   Perfect and Elegant Maid   10   6   2
8   +8   +2   +6   +2   Perfect and Elegant Servant   11   7   2
9   +9     +3   +6   +3   Perfect and Elegant Servant   12   8   2
10   +10   +3   +7   +3   Perfect and Elegant Servant   13   8   2
11   +11   +3   +7   +3    Upper Servant   14   9   3
12   +12   +4   +8   +4   Maid of the Evening Storm   15   10   3
13   +13   +4   +8   +4   Maid of the Devil   16   11   3
14   +14   +4   +9   +4   Maid of the Devil   17   11   3
15   +15   +5   +9   +5   Maid of the Devil   18   12   4
16   +16   +5   +10   +5   Maid of the Lightning Speed   19   13   4
17   +17   +5   +10   +5   Maid of the Scarlet Devil   20   14   5
18   +18   +6   +11   +6   Maid of the Scarlet Devil   21   14   5
19    +19   +6   +11   +6   Maid of the Scarlet Devil   22   15   5
20   +20   +6   +12   +6   Chief Maid of the Scarlet Devil Mansion   23   16   5

6 Skill points+int per level, quadruple at 1st level. Class skills: Appraise, Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Disable Device, Disguise, Intimidate, Gather Information, Heal, Hide, Jump, Knowledge (any), Listen, Move Silently, Profession(any), Search, Sense Motive, Sleight of Hand, Spellcraft, Spot, Survival, Swim, Use Rope

Proficiencies:Simple weapons, Light Armor

Features:

Maid Code: A Mythical Maid must look like a Maid, walk like a Maid, talk like a Maid, or she loses all her class features for 24 hours. Male beings can be Mythical Maids, as long as they don't mind wearing skirts. The only exception is when the Mythical Maid needs to conceal her true identity, but even then she must wear maid clothes under her disguise.

A Mythical Maid must also pick another creature to be her Mistress/Master, and always adress her in terms of respect. However besides that she's free to do whatever she wants, and it's not uncommon for Mythical maids to disobey orders if they believe it's best for a naive mistress interests, if not outright confrocting them, or just lazing around.

Maneuvers: A Mythical Maid gains  learns maneuver from the Lunar Dial school and one other martial school of her choice. If the second school demands any special prerequisite (like Ancient Temple needing a feat) the Mythical Maid must fulfill it as well. Her Initiator level is equal to her Mythical Maid level plus half other levels, and she can only learn maneuvers of a level no bigger than half (IL+1).

The Mythical Maid can recharge half her expended maneuvers by performing the Aid Another action as a standard action (even if she had an ability that would speed it up), but the Aid Another bonus granted is increased by an amount equal to the number of maneuvers recovered. If the one she aids is her Mistress/Master, then the Mythical Maid recovers all her expended manuvers instead. If the Mythical Maid has no allies left to aid, she can Aid Another herself, and the bonus will apply on her next round.

At 4th level, and every even-numbered level afterwards, the Mythical Maid can replace one of her older maneuvers with a new one she qualifies for from one of her two schools (the new one doesn't need to be of the same level of the older one).

Under Servant: At 1st level pick one of the following options.

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Elegant Maid: At 2nd level you gain your choice of Weapon Finesse, Dodge, Lighting Reflexes, Improved Initiative, Weapon Focus (simple and exotic weapons) or Two-Weapon Fighting. You can change your choice as a swift action. If you already had the feat you've currently picked, you gain the following benefit instead.

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Servant Specialization: At levels 3,4 and 5 pick one of the following options. None may be taken more than once unless otherwise specified.


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Senior Servant: At 6th level pick one of the following options.

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Perfect and Elegant Maid: At 7th level the Mythical Maid gains another feat choice from Elegant Maid. Changing each one is a separate swift action. She can pick the same option twice, in case she gains a special extra bonus.

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Perfect and Elegant Servant: At 8th, 9th  and 10th levels the Mythical Maid can upgrade one of her Specialized Servant options. In alternative pick another option from Specialized Servant.
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Upper Servant: At 11th level pick one of the following options.
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Maid of the Evening Storm: At 12th level level the Mythical Maid gains another feat choice from Elegant Maid. Changing each one is a separate swift action. She can pick the same option thrice, in case she gains a special extra bonus.
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Maid of the Devil: At 13th, 14th  and 15th  levels the Mythical Maid can upgrade one of her Perfect and Elegant Servant options. In alternative pick another option from Elegant Servant.
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Maid of the Lightning Speed: At 16th level the Mythical Maid gains another feat choice from Elegant Maid. Changing each one is a separate swift action. She can pick the same option four times, in case she gains a special extra bonus.
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Chief Maid of the Scarlet Devil Mansion: At 20th level the Mythical maid can organize a special private dinner that grants her Mistress (and any of her cohorts/companions/followers) and herself one of the following set of benefits. The Dinner takes 1d12 hours to prepare and be properly enjoyed and the benefits last until the next day's dinner time.

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34
Oslecamo's Ideas / Immortal Smoke
« on: June 23, 2017, 12:45:26 AM »
Immortal Smoke

”Back at that time, there wasn't any fire. There's not a single trace of fire in the bamboo forest, you haven't seen anything. That was a peaceful, uneventful day. And that's about it. ”-Fujiwara no Mokou, Immortal Smoke betrayer.

Long ago, there was an aristrocat girl,  whose father ended upgreatly humiliated by Kaguya herself. Vowing to get revenge, she took the path of the Eternal Royal and Lunatic Princess in the hope she could one day pay  Kaguya back on the same coin. But the Lunatic Princess mistress was long gone.

The young aristrocat girl spent over a millenia tracking Kaguya all over the world. She befriended a lot of people on the way, honestly at first, only to stab them in the back if it looked like it would help on her hunt for Kaguya. She was actually a nice person, but her desire for revenge eclipsed all her other toughts. Soon enough her concentrated hatred made her literally burn with frustation, making her isolate herself from society. If in fear or reprisals or fear of hurting others more none can say.  But in a twist of irony, in seeking isolation she found Kaguya's hiding place. The Lunatic Princess mistress took pity on the burned-out aristocat girl's story and let herself be killed. Only to come back to life as natural to a mistress of her discipline. And murder her back, to see Fujiwara Mokou rise from the ashes. Since then they've killed each other in a daily basis. Mokou still detests Kaguya, and Kaguya doesn't just let herself be attacked whitout reprisal, but neither of them can die forever. These are wonderful days for Mokou, her broken existence truly a paradise! And she is alive to enjoy it, how magnificent!

This is a Forbidden School.

Parent School: Lunatic Princess. Immortal Smoke twists the teachings of eternity and channeling treasures to slowly burn oneself from inside out trying to reach a goal that is truly impossible.
 
Forbidden Sign: Your hair turns ash-white. If you don't have body air, then your head skin suffers this effect.

Forbidden Cost: Your max HP is reduced by an amount equal to your current Forbidden Price.
 



Maneuver List

1st level

Limiting Edict-Innocent's Curse: Strike– Attack hurts more if enemy  didn't hurt you, leaves no clues if you finish them.
Impossible Request-Immortal Fire Bird: Counter-Rise from death stronger than before.
Eternal Victim:Stance-Immortality at what cost?

2nd level
Divine Treasure-Flying Phoenix:Strike-firey projection deals area damage and persists.
Flaw of Forgiving Shrine : Boost-Offer your enemies a chance for surrender.

3rd level
Impossible Request-Deathless Alchemist's Dimension : Strike-Make your enemy change life.
Forgiveness-Honest Man's Death: Counter-Let yourself be hit to deliver powerful retribution.

4th level
Divine Treasure-Everlasting Phoenix's Tail: Strike–ressurect the dead, destroy the undead.
Hollow Giant:Boost–Your next attack affects a much bigger area.

5th level
ImpossibleRequest-Immortal Volcano:Strike-kick the ground to cause eruption.
Exalted Personage:Boost-Surround yourself in amazing flames.

6th level
Divine Treasure-Imperishable Assault:Strike-Attack repeats the cycle of ruin and rebirth
Phoenix Possession:Boost- Become partially as the immortal bird of legend.


7th level
Impossible Request-Eternal Doll:Strike-project your essence into an indestructible minion.
Advice of the Immortal Alchemist:Boost-take dangerous potion and pray for the best.


8th level
Eternity “Elemental Alchemist and Five-Coloured Turtles”:Strike-Twist reality with familiars of each element.
Divine Treasure-Dolls in Pseudo Paradise:Boost-Grant eternal bliss to your enemies in form of an existence whitout worries.

9th level
Reach for the Moon-Eternal Trial:Stance-Rise once more with flames.
Phoenix Rebirth :Strike-Summon the fire bird of legend to your aid.

35
Lunatic Princess

"My  Impossible Requests, which defeated so many mortals in the past...
How many of them can you fulfill?"
-Kaguya Houraisan, Lunatic Princess mistress
Beautiful young women are usually heavily sheltered, being treated more as symbols than living beings. However more than one of them becomes bored out of their mind with this kind of treatment. Such ladies eventually search for any thrills they can get. One of them was particularly persistent. Born of a long lineage of powerful kings and queens, she had great natural power and talent from her birth to go with her beauty. Kept in a pure cage from the filthy world, she never got to know anything or anyone new. Until eventually she managed to ran away, the details lost with time. Some versions of the tale say she actually commited an horrible crime to try to escape her boredom. And even tough her family had powerful resources, she managed to elude them for years, decades, centuries...
And the princess still remained in her golden years. She had somehow mastered the power over eternity. And what do you do when you have all the time in the world? You collect interesting artifacts. Sure, the princess made her fair share of friends and enemies, but eventually they died or disapeared. But ancient, indestructible artifacts were something that would never abandon her. Even when aproached by proposers, she demanded such kind of artifacts as a proof of their love. She remainds unwed to this day. The princess did however meet many other young women like her during her first years, sheltered and bored, and imparted in them a fragment of her own power and taught them how to use it.

A flawed sphere is worthless... That's because it can't be round forever. However, that flawed sphere becomes flawless again after you roll it around a bit.  Yes, that is indeed what eternity is about.

Lunatic Princess focuses on a a combination of attuning oneself to ancient,  mysterious artifacts and overwhelming the opponents wiht one's own beauty. Mind you, a Lunatic Princess does not seduce or trick her oponents. She fully exposes her own heart and soul and lets others be the better judges. If they're smiten by her personality and body curves, so much the better, but it will their own fault if they stop to think logically just because of that.

An Eternal Royal may swap Border of Life for Lunatic Princess.

Key Skill: Diplomacy. Lunatic Princess maneuvers focus on trying to reach a state of agreement, harmony and balance with the opposing party. As long as the scales are tipped towards you in the end.

Discipline Weapons: Rare Items, ancient powerful artifacts attuned to the Initiator. Check below for details.



New Feats
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Impossible Requests

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Divine Treasures

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New Impossible Requests
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Maneuvers Descriptions

1st level
Impossible Request-Dragon's Necklace: Strike– make your enemies glimpse the power of the noblest of creatures.
Morning Mist: Counter-surround yourself in mysterious fog.
Five Colored Shots:Strike-Loose five energy shots, one of each basic element.
Half to Midnight: Boost– your next attack deals extra damage against those that hurt you.
New Moon:Stance-Remain unnoticed even in plain sight.

2nd level
Impossible Request-God's Stone Bowl: Strike– fascinate your enemies.
Princess's Midnight:Strike–force an enemy to whitdraw.
Indomitable Will: Counter–gain bonus on Will save, ignore all ill effects on a sucess.
Crescent Moon:Boost–Look and act bigger.

3rd level
Divine Treasure-Brilliant Dragon Bullet: Strike–unleash a dragon's power.
Impossible Request-Robe of Fire Rat:Boost-Gain high resistance to fire, burn those that get too close.
First Quarter's Moon:Strike-expose lies.
Patient Mind:Stance-carefully plan your next step, making sure nothing goes wrong.

4th level
Divine Treasure-Godly Diamond:Strike–crystaline maze traps your enemies.
New Impossible Request-Lunar Ilmenite: Boost–strike with unknown material to bypass your enemy's defences.
Impossible Request-Swallow's Cowrie Shell:Strike–luxurious delicacy lures your enemies.
Paschal Moon:Boost-acelerate yourself and your allies.

5th level
Impossible Request-Jewelled Branch of the Eternity Mount: Strike-ornament becomes weapon of great power.
Divine Treasure-Salamander Shield: Counter-Block attack while burning your enemy.
Everlasting Life:Boost-Heal HP or certain ill conditions.
New Impossible Request-Red Stone of The Sun:Strike-ruby ray sears your enemies and reveals falsehoods.

6th level
Morning Star:Counter-blind and awe enemy attacking you.
Dead of Night:Stance–your next attack  makes enemies fall asleep.
Divine Treasure-Life Spring Infinity: Boost–Gain deathguard effect, heal at faster rate.
New Impossible Request-Seamless Ceiling of the Golden Temple:Strike-massive flawless structure crushes enemies while protecting you.

7th level


Divine Treasure-Pure souls-summon kind spirits to help you.
Dawn of A New Day-Boost-Remove all ill effects from you and your allies.
New Impossible Request-Mysterium:Strike-impossible material inflicts strange conditions.

8th level

Rising World:Boost-fly above all others.
Waiting Evening: Stance-spread Eternity.
End of Imperishable Night: Strike-attack cleanses the battlefield of all inpurities.
Lunar Capital Exposition-"Mysteries of the Lunar Capital Unfolded":Strike-call artifact of advanced society.

9th level
Divine Treasure-Eternity Jewel "Dreamlike Paradise":Stance–Achieve true eternity.
Tree-Ocean of Eternity:Strike-Make your enemies lose their way forever.

36
Deaf to all but the Song

“Humans will be crucified in the darkness~ Hey, don't interrupt me while singing!
I mean, it's better to sing a song than wasting time by reading”
-Mystia Lorelei, Deaf to All but the Song Betrayer.

Manipulation of knowledge is a well studied tactic by Plain History users. However to completely discard knowledge and replace it with random gibberish and fancy words that don't actually mean anything, that's nothing short of a betrayal to that martial school. Which didn't stop several lazy students from following that path, becoming Deaf to All but the Song. They roam the land caring only about their own voices, enthralling many of those that hear them. This comes at a big cost however, as the constant act of making up stuff in the fly depending on your whims poisons own's mind, making them grow more stupid and dull-witted until you're no smarter than a random bird. But as long as your voice is heard and produces reactions, why would you care?


This is a Forbidden School.


Parent School:-Plain History. Deaf to All but the Song twists the purpose of manipulating history to the point what actually hapened or not doesn't matter anymore.

Forbidden Sign:You take ten times as much time to read anything as a regular person, altough you can still use Plain History maneuvers normally.

Forbidden Cost: You lose ranks in mental skills equal to your Forbidden Price.

Maneuver List

1st level

Vocal Sign-"Hooting in the Night": Strike-song  clouds a person's judgment.
Toxin Sign: Boost- your poison words turn into powerful toxins.
Night Bird Apparition:Stance-Let your true form remain hidden.


2nd level
Bird Sign-Human Cage:Strike- trap your target.
Bird Watching : Counter-flock of birds intercepts enemy attack.

3rd level
Vocal Sign-"Howl of the Horned Owl" : Strike-your voice shuts down special senses.
Moth Sign "Sphingid's Wingbeats" : Counter-Instinctive reaction strikes fear.

4th level
"Poisonous Moth's Scales" : Strike–toxic tempest.
Deadly Toxin:Boost–your poisons become even stronger.

5th level
Little Battalion:Strike-call forth those less smart than you.
"Poisonous Moth's Dance in the Dark" :Boost-darkness falls, you become more dangerous.

6th level
Bird Sign "Human Cage Double" :Strike-More sohphisticated trap for mortals.
Hawk Sign "Ill-Starred Dive" :Boost- Quick strike can have suprising consequences.

7th level
Song of the Night Sparrow:Strike-Pretty words make idiots happy.
Night-Blindness:Counter-shorten your attacker's views.

8th level
"Midnight Chorus Master":Strike-Start your personal choir.
Oblivious Night Sparrow:Boost-What you can't see cannot hurt you.


9th level
Blind Nightbird:Stance-continous song drives all around mad.
Bird Sign "Mysterious Song”:Strike-Music draws monsters to your command.

Maneuvers explanations:

Unless otherwise noted, every Deaf to All but the Song maneuver is supernatural maneuver that can affect incorporeal and ethereal oponents.

1st level
Vocal Sign-"Hooting in the Night"
Deaf to All but the Song (Strike)
Level: Scholar 1
Initiation Action: Fullround Action
Range: radius of 20 feet per IL
Duration: Instantaneous
Save DC:11+Int mod.

Hooting can be heard coming from nowhere, slowly driving people mad.

Enemies inside the area must make a Will save or become confused for 1 round for every rank you have in Knowledge (Nobility and Royalty). If they fail two more saves against this  while already confused they become permanently insane until you're killed or willingly end the effect as an immediate action. Even creatures normally immune can be affected, but they gain a +5 bonus on their saves. If you were hidden, you do not reveal your position. If you were invisible, you don't break it.


“There are too many people who butt into my singing.
If I don't continue singing I'll die so it can't be helped. “


Toxin Sign
Deaf to All but the Song (Boost)
Level: Scholar 1
Initiation Action: Swift Action
Range: Personal
Target: You
Duration: 1 round
Save DC:11+Int mod

You can throw out offenses, lies and taunts while spiting poison from your tongue into your weapons (including natural ones).

For the duration all your physical attacks inflict 1d4 damage to a mental stat of your choice to the targets damaged (can only choose one stat per boost activation) unless they suceed on a Fort save. For every 6 ranks you have in Knowledge (nobility and royalty) this damage increases one size. Even enemies normally immune to ability damage can be affected, but they gain a +5 bonus on their saves.


A poisonous tongue can ravage a person's soul just as well as regular poison ravages the body.


Night Bird Apparition
Deaf to All but the Song (Stance)
Level: Scholar 1
Initiation Action: Swift action
Target: you.
Duration:Stance

While on this stance, as long as it is night, you gain a permanent Blur effect that cannot be overcome by any means. If you have another source of miss chance, you may instead increase it by 10%. You also gain wings that allow you to fly with average maneuverability at a speed of 5 feet per rank you have in Knowledge (nobility and royalty). If you already had wings, you can instead gain arms capable of performing fine manipulation, that double as claws dealing 1d4+Str mod+Ranks in Knowledge (Nobility and Royalty) instead for a medium creature. If you already had claws, you may replace them by this ones.

This stance provides no benefits during daytime.


“Seeing as humans have only heard her cry, her true form is unknown. From her cry she's called a sparrow, but it's hard to say if she is actually a sparrow. As humans don't know her form, they fear her, and it's unclear what they would think if they saw her.“

2nd level

Bird Sign-Human Cage
Deaf to All but the Song (Strike)
Level: Scholar 2
Initiation Action: Standard action
Range: See text.
Target: 1 creature
Duration: See text.
Save: 12+Int Mod.

Humans first developed cages to take the freedom of birds, but quickly advanced to using cages to take away their own brethern's freedom.

As part of this maneuver make a basic attack that deals damage as normal. You replicate a Forcage spell with CL=ranks in Knowledge(nobility and royalty) you have on the target, except if you missed the attack, it allows a reflex save for the target to step out  before the bars finish closing around them, it's always the barred cage option and is just big enough to fully envelop the target. If they suceed on the save, they end up on an adjacent square of their choice. Unlike a regular force effect however, it can be destroyed by normal damage, having HP equal to half your own and hardness equal to your IL.


Night bird, night song~ Human shall turn off the light in the darkness~

Bird Watching
Deaf to All but the Song (Counter)
Level: Scholar 2
Initiation Action: Immediate action
Target: See text
Duration: See text
Save: 12+Int mod

Not very bright beings band togheter with their own. Altough this usually doesn't make them smarter, it at least makes them more dangerous.

You may initiate this counter whenever an enemy attacks you. A flock of birds instantly appears filling any spaces adjacent to you. It is treated as a Swarm of Bats, except that it is composed of Tiny creatures, takes half damage from slashing and piercing weapons, has no blindsight, and a fly speed of 60 feet. They're friendly towards you and your allies, but any enemies ending up inside must save against the Distraction ability immediatily, the DC of which is increased to this maneuver. The flock acts at your iniative under your orders and lasts 1 round for every 3 ranks you have in Knowledge(nobility and royalty).



3rd level

Vocal Sign-"Howl of the Horned Owl"
Deaf to All but the Song (Strike)
Level: Scholar 3
Initiation Action: Fullround action
Range:Radius of 15 feet per IL.
Target: Enemies inside area
Duration:See text
Save: 13+Int Mod.

There isn't much taxonomic difference between owls and horned owls.
In my opinion, horned owls are cooler.

Your howl carries special subsonics that scramble other creature's senses. All enemies in the area take Sonic damage equal to a Knowledge(Nobility and Royalty) check from you lose darkvision, low light vision and any other special senses they have like blindsense, tremorsense, mindsense, etc for 1d12 rounds. A sucessful Fort save halves this damage and reduces the duration to 1 round. Failing their Fort saves two times in a row against this permanently removes the special senses from the victims until they eat Lamprey cooked with a DC 10+HD+Int mod Knowledge (Nobility and Royalty check). You can choose to don't deal sonic damage with this maneuver, in which case your position isn't revealed if you were hiding neither you break an Invisibility if you had it.


“Aw, I thought some hasty-tasty humans finally came around. “

Moth Sign "Sphingid's Wingbeats"
Deaf to All but the Song (Counter)
Level: Scholar 3
Initiation Action: Immediate action
Target: see text
Duration: See text
Save: 13+Int mod

The wrong words at the wrong moment can easily strike panic in the bravest heart.

You may initiate this counter whenever an enemy attacks whitin your sight. The attacker must make a Will save. If they suceed by more than 5 they don't suffer anything. If they suceed by  5 or less they're shaken for 1 round. If they fail by less than 5 they're frightened for 1 round. If they fail by 5 or more they're panicked for 1 round. For every 8 ranks you have in Knowledge (Royalty and nobility), those effects last 1 extra round. Even enemies normally immune can be affected, but they gain a +5 bonus on their saves.


“Behold, the flight of the Sphingid as it spreads its scales!
It's so intimidating. If there was a fighter craft styled after a Sphingid, it'd perform well in night battle.
...What's a fighter craft again?”

4th level
Poisonous Moth's Scales
Deaf to All but the Song (Strike)
Level: Scholar 4
Initiation Action: Standard action
Range:Cone with up to 50 feet per IL
Target: Enemies inside cone
Duration: Instantaneous
Save: 14+Int mod

Your words of spite and hate solidify into projectiles that follow your other attacks.

Make a basic attack against every enemy inside the cone that deals damage as normal, you can count yourself as if being in any position inside the cone for each of those attacks. For each enemy hit pick one of the following:
-1d6 ability damage to an ability score of your choice on failed Fort save, 1 ability damage on sucessful save.
-Paralyzed for 1d12 rounds on failed Fort save.
-Blindness, deafness and entaglement for 1d12 rounds, just one of them of your choice for 1 round on a sucessful save.

Enemies hit also take sonic damage equal to a Knowledge (nobility and royalty) check from you regardless of the effect chosen (which you can supress), which is halved on a missed attack. Even enemies normally immune can be affected if they fail their save by 5 or more, but they don't suffer anything on a sucessful save.


“Poisonous scales are rushing toward humans.
Even the speckles on the wings of these moths are poisonous. Fantastic. “


Deadly Toxin
Deaf to All but the Song (Boost)
Level: Scholar 4
Initiation Action: Swift action
Target: see text
Duration: see text

Are there moths whose scales are so venomous that they can kill even humans?
Only one way to find out!

After you initiate this boost, one poison of your choice you inflict whitin 2 rounds (including Deaf to All but the Song maneuver with poison/poisonous/toxin on its name) has its save DCs increased by 1+1/5 your ranks in Knowledge (Nobility and Royalty), and any ability damage/drain they inflict is increased by half your Int mod. If they fail their saves by 10 or more, they also die instantly.


All charged up with poison in body, mind and spirit.

5th level

Little Batallion
Deaf to All but the Song (Strike)
Level: Scholar 5
Initiation Action: Fullround action
Range:See text.
Duration: See text

“If I wanted, I could call enough youkai here to eradicate every human in this land.”
When you use this maneuver you replicate Summon Nature’s Ally IV with CL=IL, except the number of creatures summoned is multiplied by your Int mod. If you have at least 14 ranks in Knowledge (Nobility and Royalty), you can instead replicate Summon Nature's Ally V in the same conditions instead, and the next iteration of Summon Nature's Ally for every 2 extra ranks in that skill you have, up to Summon Nature's Ally IX when you have 22 ranks.


“Mystia Lorelei enlist's faeries in her personal army.”


Poisonous Moth's Dance in the Dark
Deaf to All but the Song (Boost)
Level: Scholar 5
Initiation Action: Swift action
Target: personal
Duration: 1 round
Save: 15+Int mod

“All humans fear me in the darkness! “

When you initiate this boost all light sources whitin a radius centered on your position when you iniated this boost of up to 100 feet per rank you have in Knowledge (Nobility and Royalty) are shut off for the duration. All special senses (darkvision, tremorsense, blindsight, mindsight, etc) of those inside but you have their ranges halved for the duration. Your physical attacks also deal 1d8 ability damage to an ability score of your choice to struck enemies if they fail a Fort save while this boost lasts. Even enemies normally immune can be affected, but they gain a +5 bonus on their saves.


It's always easier to mess with others when they can't properly see.

6th level

Bird Sign "Human Cage Double
Deaf to All but the Song (Strike)
Level: Scholar 6
Initiation Action: Fullround action
Range:See text
Target: See text
Duration: see text
Save: 16+Int Mod.

This works as Human Cage, except you can make either  two basic attacks that result in barred cages or one basic attack that makes a full-walled cage that also blocks dimensional travel. Either way they have the increased DC as noted on the maneuver.


“Humans are supposed to be the ones fried in spices...”

Hawk Sign "Ill-Starred Dive"
Deaf to All but the Song (Boost)
Level: Scholar 6
Initiation Action: Swift action
Target: personal
Duration: See text.

Hawks will sometimes carry human babies away. They're copying monsters.
It's said that one out of every thousand kidnapped babies will evolve into a new monster.

When you initiate this boost you move up to your movement speed+5 feet for every rank you have in Knowledge (nobility and royalty) and at any point during it either perform a basic attack,  a grapple/bullrush/sunder/disarm with a bonus on any 1d20 rolls involved equal to your Int mod, or use one mental skill of your choice in a way that would take one standard action or less.

If you use this maneuver 3 times to sucessfully strike a  specific target, roll 1d12:
(click to show/hide)
Regardless of what happens, that creature cannot be affected by this special effect from you again.


“But of course.
Well-behaved children sleep during the day...
The night is for man-hunting! “


7th level

Song of the Night Sparrow
Deaf to All but the Song (Strike)
Level: Scholar 7
Initiation Action: Fullround action
Range:Radius of 10 feet per IL
Target: Enemies inside the radius
Duration: See text
Save:17+Int mod

But it's been so long since the last time I played...
I know, why don't we go to that village and toy around with the humans together?

All enemies in range must make a Will save or be affected as per a Charm Monster spell with CL=ranks in Knowledge (Nobility and Royalty), except they don't gain any extra bonus if they were previously threatened/under attack from you or your allies, neither does being further threatened automatically breaks the effect. Even enemies normally immune may be affected, but they gain a +5 bonus on their saves.


"A-are you trying to lecture me?
It's going to go right through my head! "

Night-Blindness
Deaf to All but the Song (Counter)
Level: Scholar  7
Initiation Action: Inmediate action
Target: See text
Duration: See text
Save:17+Int mod

“Ah, human sighted.
I'll make you night-blind myself!“

You may initiate this counter whenever an opponent attacks whitin your sight. They must suceed on a sucessful Reflex save or have all their senses ranges reduced by 5 feet for every rank you have in Knowledge (nobility and royalty) for 1d12 rounds. Even if they save they take the reduction for 1 round. Multiple instances of this stack.
 
In addition if the target fails their save, half this penalty applies whenever it is night time regardless of how much time as passed from the counter being used. The only way to remove it is either slaying the one who caused it or eating a special meal of grilled lamprey and alchool beverages prepared by the one who caused it. If the iniator sucesffully sells such a meal to a victim and said meal is fully consumed, the iniator recovers all mental skill points it lost from using Deaf to All but the Song against said opponent.


“Starting tonight, you two...
Will never again see in the dark!“

8th level

Midnight Chorus Master
Deaf to All but the Song (Strike)
Level: Scholar 8
Initiation Action: Fullround action
Range:See text
Target: See text
Duration: See text.
Save: 18+Int Mod.

There's an old saying.
The song you're singing isn't coming from inside you,
but rather you're singing a song you're hearing from a faint voice.

As part of this maneuver make a full attack. Enemies hit must make a Will save or fall under a Command effect as the spell that also makes them sing a mundane song of your choice while the effect lasts and ignores all immunities and resistances. At the start of your next turn you can persist the effect on any enemies previously affected by this with a move or swift action and by

If you use this maneuver whitin 1 minute of midnight, then enemies hit also fall under a delayed Geas/Quest of your choice that takes 10 minutes to get hold that ignores all immunities. Its penalties also ignore all immunities and its effects cannot be removed by any means short of slaying the iniator. The task to perform must be made in song form and the victim is also compelled to sing that song at every opportunity.

Either way, if you used this maneuver from hiding or invisibility, you don't reveal your position.


“I just came so I could sing and fly around peacefully~ “

Oblivious Night Sparrow
Deaf to All but the Song (Boost)
Level: Scholar 8
Initiation Action: Swift action
Target: Personal
Duration: 1 round, plus another round for every 6 ranks you have in Knowledge (Nobility and Royalty)

Oh?
Was someone here?

When you use this boost, for the duration you can choose to ignore an amount of creatures whitin your view up to your Int mod. For the duration, you cannot attack those creatures, and those creatures cannot attack you back. If you get out of line of sight of them, the creatures you choose to ignore will only remember you as a small, powerless creature that they may've eaten or not. All divination effects and similar fail to register any actions you performed while under this Boost.


"What the heck.
No matter where I go I can't sing.
It isn't lively at all, so who cares about the flower incident. "

9th level

Blind Nightbird
Deaf to All but the Song (Stance)
Level: Scholar 9
Initiation Action: Swift action
Target: you.
Duration:stance
Save:19+Int mod

If you continue singing without thinking,
the souls around you will become more than strange.
That may be connected to an unprecedented grave sin.

While on this stance you must sing every round as loudly as possible with your eyes closed, effectively rendering you blind and deaf as you only hear your own voice, including telepathy and any special senses you may have. At the end of your turn, enemies whitin 5 feet per IL take sonic damage equal to two Knowledge (Nobility and Royalty) checks from you and are rendered Confused, blinded and deafened themselves for 1 round (but they can keep hearing the song). Unlike regular confusion, victims must roll regardless of being under attack or not, and if they roll to attack the caster, they attack themselves to the best of their ability instead. For every Deaf to All but the Song maneuver you used this round, the DC of this stance increases by 1, stacking.

A sucessful Fort save halves the sonic damage.
A sucessful Will save negates the Confusion.
A sucessful Reflex save negates the blindness.

Even enemies usually immune may be affected, but they gain a +5 bonus on their saves.


"You don't understand the power of your songs.
Songs can at times quell spirits, or at times stimulate them. "


Bird Sign "Mysterious Song”
Deaf to All but the Song (Strike)
Level: Scholar 9
Initiation Action: Fullround action
Range:See text
Duration: See text

If you sing like that, you'll pick up more
and more voices of ghosts and gradually...
You'll meet someone you won't be able to handle, eventually.
Have a nice day.


When you initiate this maneuver you replicate a Gate spell with CL=ranks in Knowledge (Nobility and Royalty), except you can only choose to call multiple creatures, none of those creatures can have more HD than half the CL for this maneuver (rounded up), and you don't expend exp. If they use any SLAs which replicate a spell that would normally have extra exp or gold costs, you must provide them yourself. The called creatures gain a circumstance bonus on their saves, physical attack rolls and damage rolls equal to your Int mod.

In alternative, if you have this maneuver readied and an enemy whitin sight uses a calling or summoning ability of any kind, you may expend this strike as an free action (even if it isn't your turn) to gain control of the summoned/called creature(s).


"Let's have you reprimanded.
Under the rain of the purple cherry blossoms, a requiem shall be held!"

37
Oslecamo's Ideas / Yama Prc + Fate of 60 Years School-Conviction!
« on: June 21, 2017, 11:38:35 PM »
Yama


”Hell does not exist to punish sinners. Hell exists to ensure that no-one sins.”
-Eiki Shiki, Yama


Yamas, the queens and kings of Hell tasked with judging the dead and choosing their punishments. Or in the rare cases where they're judged innocent, send them off to paradise and save everybody a lot of work. With the number of sinners always increasing without stop, Yamas have found themselves overburdened and started to travel to the land of mortals to warn and punish people before they die, giving them a taste of real Hell firsthand to try to get mortals to correct themselves while still alive so that they don’t further push Hell’s quite overburdened system. Still there's always more work to do in Hell, so the Ministry of what's Right and What's Wrong is currently accepting candidates for extra judge positions from anybody who shows any ability to see through a lie, be able to channel the will of the deities, and deliver a good beating themselves to keep mortals and minions in check. Apply now!

(click to show/hide)


BECOMING A YAMA

ENTRY REQUIREMENTS
Skills: 6+ Ranks in Sense Motive.
Feats: Forbidden School (Fate of 60 Years).
Alignment: A Yama stands for the threat of organized exquisite mass torture as the ultimate system to keep order. They cannot be Good nor Chaotic.
Special: Able to Initiate 2nd level maneuvers and 1st level Divine spells.

Class Skills
The Yama’s class skills (and the key ability for each skill) are Appraise, Balance, Concentration, Diplomacy, Gather Information, Intimidate, Knowledge (Nature, Religion, The Planes), Listen, Sense Motive, Spot, Swim
Skills Points at Each  Level 4 + Int mod

Hit Dice: d6


Level   Base Attack Bonus   FortSave   Ref Save   Will Save   Special
1st   +0   +0   +0   +2   Ministry of What's Right and What's Wrong, Shinigami Servants
2nd   +1   +0   +0   +3   Rod of Remorse, Cleansed Crystal Mirror
3rd   +2   +1   +1   +3   Pure and Brave
4th   +3   +1   +1   +4   Blade Torture & Blood Spilling
5th   +3   +1   +1   +4   Yellow Springs & Innocent Iron
6th   +4   +2   +2   +5   Virtue
7th   +5   +2   +2   +5   Heavy Water & Bridge of Helplessness
8th   +6   +2   +2   +6   Fire Pit & Oil Cauldron
9th   +6   +3   +3   +6   Firmness
10th   +7   +3   +3   +7   Lake of Shade & Sanzu River
11th   +8   +3   +3   +7   Home Viewing Pavilion
12th   +9   +4   +4   +8   Peace
13th   +9   +3   +3   +7   Earth Prison Agony
14th   +10   +4   +4   +8   Ice World & Serene Land of Darkness
15th   +11   +3   +3   +7   Prosperity, Nine Roads of Origin
16th   +12   +4   +4   +8   Avici, Judge of the Dead

Weapon and Armor Proficiencies: A Queen of Hell gains no new proficiencies.

Ministry of What's Right and what's Wrong: The Yama keeps progressing maneuvers known, maneuvers readied, stances known and IL as if taking levels in a previous class of their choice.

The Yama no longer needs to sleep, but they do need to provide 8 hours of daily paperwork for the bureaucracy of Hell. Failing to do so means losing all Yama class features until all due work is delivered.

Shinigami Servant: The Ministry of What's Right and What's Wrong work is always increasing, forcing them to outsource a lot of their work and hiring a variety of minions from almost all over the lower planes. The Yama gains Leadership as a bonus feat even if they don’t meet the prerequisites, except they use Wis instead of Cha. Losing followers and cohorts does not imply a penalty, any losses can be recovered with 2d12 hours of bureaucracy work to get them back from the lower planes (this counts towards your 8 hours of daily paperwork).

Only races and class levels of the below options are allowed for both followers and cohort. Hell's bureaucracy is inflexible.

The cohort has Elite array of stats, followers have non-elite array, and any costly gear must be provided by the Yama themselves.
(click to show/hide)
Rod of Remorse: At 2nd level the Yama earns her Rod of Remorse. It is a one-handed light melee weapon dealing 1d4 damage base.  Gains a +1 enhancement to attack and damage rolls plus another +1 at 4th, 7th 11th, 13th and 16th Yama levels and has the Ghost Touch property.

For each Wrong token a target has, the Rod of Remorse deals damage as if it was one size larger.
You can also throw it with a range increment of 70 feet and it always returns automatically to your hand after the attack is resolved, allowing you to fullattack at range with it. It can deal nonlethal damage with no penalty. If somehow lost or destroyed it reforms in the Yama’s possession automatically at the start of the next turn.

In addition the Yama can inflict a hit target with a Calm Emotions or Crushing Despair effect with CL=HD, your choice, that can affect even creatures normally immune to it. A Will save with DC 10+1/2 HD+Wis mod resists the Calm Emotions or Crushing Despair, with those that would be immune gaining a +5 bonus. If they fail the save, a Wrong token is removed from them.


Every yama will always carry this rod with them.
A yama will write the nature of one's sin on the rod.
The worse the sin, the heavier the rod becomes.
Sins are determined purely at a Yama's discretion.
Those who did many wrong things are beaten many times with equal proportion to their sins.
The person in question will be beaten up until they repent.

Cleansed Crystal Mirror: Choose a creature you can see. You can ask a question about them up to one word per Yama level bypassing all defenses and automatically know the answer. Said answer cannot leave any room for ambiguity or doubt, it must be as clear as the difference between day and night. The Yama is then left Exhausted even if they were immune, and this Exhaustion can only be removed by the 1 hour of rest. You cannot use this ability if you’re Exhausted or Fatigued.


 By looking into the mirror, she sees all your past deeds.
In front of the mirror, privacy is even less than worthless, and they can learn as much personal information as they please.
It is one hellish (both literally and figuratively) device, indeed.

Pure & Brave: A Yama cannot be afraid of those she must judge. At 3rd level at the start of her turn the Yama removes all harmful Mind-affecting effects and morale penalties from themselves, curses, diseases and poison and gains a +2 Sacred bonus on attack, damage rolls and ability DCs against opponents who inflicted said effects on them on the previous round. The Yama only gains this benefit if having a piece of gear or body part colored white and red in plain view.

Blade Torture & Blood Spilling: The Yama in training gets acquainted to the first layer of Hell. At 4th level she gains Fire Resistance 10 and DR 10/magic.  1/day as a fullround action she can make someone experience the local torture. A creature with at least one Wrong token she can see is instantly pierced by several weapons, taking 1d12 damage per Yama level and losing 1d12 current and max HP per turn. This effect keeps going until the creature drops below 0 HP or dies of HP damage after which both their max and current HP are restored to normal and their HP is restored as well. If this penalty is somehow removed before the duration expires, it simply restarts 1 minute later. A creature cannot be subjected to more than one local torture “demo” each day.


Yellow Springs & Innocent Iron: The Yama in training gets acquainted to the second layer of Hell. At 5th level she gains Acid Resistance 10 and gains the Aquatic Subtype (if she was an aquatic creature, she can now breathe air).  1/day as a fullround action she can make someone experience the local torture. A creature with at least one Wrong token she can see starts drowning as if they had run out of air. Even water-breathing creatures and creatures that do not need to breathe can be affected by this. Creatures without a Con score use their Wis score instead. The drowning continues until they would be rendered unconscious, upon which they instead stop drowning. For the next 1d12 hours any metal items they try to use fail to work and any spellcasting/SLAs/powers/similar they try to use have a 50% failure chance. If this penalty is somehow removed before the duration expires, it simply restarts 1 minute later.


Virtue: A Yama must maintain their ideals. At 6th level the Yama is constantly benefiting from a specific Charge of Virtue Boost targeting herself without need of paying the forbidden cost. She can change which one as a move action. The Yama only gains this benefit if having a piece of gear or body part made of gold in plain view.


Heavy Water & Bridge of Helplessness: The Yama in training gets acquainted to the third layer of Hell. At 7th level she can perfectly see and hear without penalty through any bad weather conditions such as sleet, fogs, rain and hailstorms, even those created by magic, and her Rod of Remorse's thrown attacks take no penalties under those conditions as well.  1/day as a fullround action she can make someone experience the local torture. A creature with at least one Wrong token she can see has their highest ability score reduced by two, and at the start of each of their turns that ability score is again reduced by 2 (if multiple are tied for highest, they're all reduced). When it reaches zero or lower, the respective ability score returns to its original value-6, it cannot receive bonus of any kind, and only returns to normal after 1d12 hours. If this penalty is somehow removed before the duration expires, it simply restarts 1 minute later.


Fire Pit & Oil Cauldron: The Yama in training gets acquainted to the fourth layer of Hell. At 8th level her Fire Resistance increases to 15, she can perfectly see through ash and smoke of any kind and she can fly at her base speed with perfect maneuverability.  1/day as a fullround action she can make someone experience the local torture. A creature with at least one Wrong token she can see takes a cumulative -4 penalty to Spot and Listen checks every round and any special senses they possess have their range reduced by a cumulative 10 feet every round, plus any resistance to Fire they had is halved, and if they were immune to Fire instead they now just count as having Fire Resistance 20. When the target has a Spot or Listen modifier of -20 or lower the penalties end and for the next 1d12 hours they're left either Blind, Deaf or one of their special senses is disabled (select randomly). If this penalty is somehow removed before the duration expires, it simply restarts 1 minute later.


Firmness: A Yama cannot let her judgement sway. At 9th level the Yama cannot is immune to any effects that would force her to re-roll dice against her will. Enemies with Wrong tokens cannot re-roll dice against the Yama’s abilities. The Yama only gains this benefit if having a piece of gear or body part colored black in plain view.


Lake of Shade & Sanzu River: The Yama in training gets acquainted to the fifth layer of Hell. At 10th level she gains Cold Resistance 15 and can never forget anything, including by effects such as the River Styx.  1/day as a fullround action she can make someone experience the local torture. A creature with at least one Wrong token she can see becomes Fatigued, except it ignores resistance and cannot be removed by any means, the ability score penalties apply to Wis and Cha and increases by 1 every round plus any resistance to Cold they had is halved, and if they were immune to Cold instead they now just count as having Cold Resistance 20. When the penalty would reduce any ability score to 0 the Fatigue ends and for the next 1d12 hours they take a -10 penalty to Craft, Knowledge and Profession checks. If this penalty is somehow removed before the duration expires, it simply restarts 1 minute later.


Home Viewing Pavilion: The Yama in training gets acquainted to the sixth layer of Hell. At 11th level her Acid Resistance increases to 15 plus her base Wis score and base Sense Motive skill cannot be damaged, removed or reduced by any means (exterior/item bonus can still be nullified).  1/day as a fullround action she can make someone experience the local torture. A creature with at least one Wrong token she can see is assaulted by real visions of people they know doing better than them in life. For the next 1d12 hours anyone attacking them gets to re-roll all their dice and take the best result, while their enemies get to re-roll any defensive dice against the tortured creature's attacks. If this penalty is somehow removed before the duration expires, it simply restarts 1 minute later.


Peace: A Yama must maintain herself calm, coldly judging others in an impartial manner. At 12th level the Yama becomes immune to alignment-based and race-based effects. The Yama only gains this benefit if having a piece of gear or body part colored blue in plain view.

Earth Prison Agony: The Yama in training gets acquainted to the seventh layer of Hell. At 13th level she gains Electricity Resistance 15 and her Fire, Cold and Acid Resistance increase to 20 as well, plus she can meld into earth and rock as an Earth elemental at half her base speed and becomes immune to Maze effects.  1/day as a fullround action she can make someone experience the local torture. A creature with at least one Wrong token she can see has a benefical effect with a duration other than permanent or instantaneous or permanent end at random, then another at the start of their next round. When they have no more such benefical effects to lose they stop losing them and for the next 1d12 hours they're left Exhausted, ignoring immunities. If this penalty is somehow removed before the duration expires, it simply restarts 1 minute later.


Ice World & Serene Land of Darkness: The Yama in training gets acquainted to the eight layer of Hell. At 14th level she becomes fully immune to Cold, meld through Ice like through earth and stone plus can see perfectly through any kind of Darkness.  1/day as a fullround action she can make someone experience the local torture. A creature with at least one Wrong token she can see has their movement speeds and ability ranges halved at the start of each round. When one of their movement speeds has been reduced to 5 or lower for the next 1d12 hours they receive a Slow effect that ignores immunities. If this penalty is somehow removed before the duration expires, it simply restarts 1 minute later.


Prosperity: Almost last but not least, the Yama must make sure there is profit. Where do you think all the silver and gold and platinum among the forces of good comes from? At 15th level any money earned by the Yama is increased by 20%. The Yama only gains this benefit if having a piece of gear or body part colored green in plain view.

Nine Roads of Origin: The Yama in training gets acquainted to the ninth layer of Hell. At 15th level she becomes fully immune to Fire, including Hellfire. 1/day as a fullround action she can make someone experience the local torture. A creature with at least one Wrong token must pick from a list of nine body parts given by you to be crippled. You can  pick parts such eyes to make them blind, mouth to make them unable to speak, ears to make them deaf, etc. At the start of their turns their choice of body part is crippled. A crippled leg reduces speed by half, stacking until no legs are left, in which case the creature can only crawl at speed 5 feet, while a crippled wing makes flight impossible. You cannot pick vital body parts such as the head (unless the creature has more than one head). The body part is crippled in a specially horrifying hellish way such as spontaneously catching fire or freezing and shattering or a devil showing up of nowhere to tear it apart before disappearing or an oni falling from the sky to crush it before disappearing inside the earth or a yugoloth swooping in and slashing it off before crossing the horizon or melting by itself. In the turn after all nine body parts are crippled the first eight are restored and the last remains crippled for 1d12 hours. If this penalty is somehow removed before the duration expires, it simply restarts 1 minute later.

Avici: The fully fledged Yama gets acquainted with the tenth and secret layer of Hell. Only the most malicious souls are sent here, those that Asmodeus himself fears dealing with, and they shall not leave until the end of time. At 16th level the Yama can act normally when somebody else uses time-altering effects such as Time Stop or Celerity and cannot be sealed by effects such as Temporal Stasis. 1/day as a fullround action she can condemn a creature they can see directly to Avici if she has proof of one of the following-the target has killed one of their own parents, shed the blood of a deity, or is an outsider or cleric. The necessary bureaucracy will take 1d12 decades to be finished, but the process cannot be stopped, prevented or re-directed. Once the time is over, they will be dragged to Avici no matter where they're hiding or what they may have done in the meanwhile.

Judge of the Dead: At 15th level

38
Oslecamo's Ideas / Lunatic Lancer
« on: June 21, 2017, 11:23:48 PM »
Lunatic Lancer

   
The moon is red. I'll kill you for sure.
-Remilia Scarlet, vampire Lunatic Lancer

Polearms come in all sort of forms, but they all share some things in common: Dangerous extremity at the end of a long shaft, in order to strike your opponent before they can reach you with more convenential weapons.
Usually polearms are made of simple materials like wood and metal, sometimes bone and stone. Until one day someone managed to condense the moon beams into a polearm made of pure Force energy, the dangerous Thunder Lance. Able to grow or shrink instantly as needed, able to pierce trough the strongest defenses, some would say is the ultimate polearm.

A Lunatic Lancer is someone who dedicates herself in mastering the mighty Thunder Lance, being able to control its mystic essence better to impale her enemies whitout mercy.


BECOMING A LUNATIC LANCER
Arcane casters can follow this path whitout much trouble if they dedicate some effort into the martial ability of skwewering their enemy to strike another behind.
Martial adepts can also become Lunatic Lancers if they're willing to dabble into other classes to gain the necessary skill in Spellcraft to create and shape their own Thunder Lances. Swordsages in particular are already adept at learning mystic maneuvers.
More esoteric Martial Adepts like the Eternal Royal and Scholar can easily become Lunatic Lancers as well.

 ENTRY REQUIREMENTS
   :Able to cast at least 4th level arcane spells, at least three of which must be [Force] OR Able to initiate 4th level maneuvers, at least three of which must be Supernatural.
   :At least 10 ranks in Spellcraft.   
   :Cleave Feat
   :Must have impaled at least seven sentient creatures into polearms under a full moon in the same night, and disposed them in a circle.

Class Skills
 The Lunatic Lancer's class skills (and the key ability for each skill) are Balance(Dex), Bluff(Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Gather Information(Cha), Handle Animal(Cha), Hide(Dex), Intimidate(Cha), Knowledge (Int, any), Move Silently(Dex), Perform(Cha), Spellcraft(Int), Tumble(Dex)   
Skills Points at Each  Level : 4 + Int

Hit Dice: d8

Level   Base Attack Bonus   Fort Save   Ref Save   Will Save    Special
1st   +1   +0   +2   +0   Soul Spear, Killing Zone
2nd   +2   +0   +3   +0   Lunatic Break, Fate Continued
3rd   +3   +1   +3   +1   Focused Spear, Fate Continued
4th   +4   +1   +4   +1   Lunatic Thrust, Fate Continued
5th   +5   +1   +4   +1   Seeking Spear, Fate Continued
6th   +6   +2   +5   +2   Force Break
7th   +7   +2   +5   +2   Scarlet Spear, Fate Continued
8th   +8   +2   +6   +2   Lunatic Impale, Fate Continued
9th   +9   +3   +6   +3   Fated Strike, Fate Continued
10th   +10   +3   +7   +3   Spear Bomb, Blood Moon, Fate Continued

Weapon and Armor Proficiencies: The Lunatic Lancer gains no new weapon and armour proficiencies.


Soul Spear (Su): The first ability learned by a Lunatic Lancer, to focus her inner energies in a deadly lance of force.
At 1st level a Lunatic Lancer can, as an immediate action, create a Thunderlance effect as the spell on herself with CL=HD. Using this ability demands either expending a 4th level spell slot/prepared spell or a 4th level maneuver. If you activated this ability by expending a spell it lasts 1 minute/CL instead of the normal duration(1 round/CL). If you activated this ability by expending a maneuver, it ends earlier if you recover or unready said maneuver.
 
In addition, since you draw the Soul Spear from your very core, you can atempt to activate/maintain it even inside an AMF or similar effect, by suceeding on a CL check against the CL of the AMF. Once you've suceeded once you don't need to check anymore for the duration of this Soul Spear, and you add your Charisma modifier to this check (minimum +1).
Many abilities below require the use of your Soul Spear ability to function. You can perform Strikes with a Soul Spear just as if it was a normal manufactured weapon. The Soul Spear can also count as a Spear or Javelin for maneuvers and feats that specifically only work with this kind of weapon (so for example Weapon Focus-Spear would grant you a +1 bonus on attack rolls with your Soul Spear).

Killing Zone(Su):As she grows in power and skill, a Lunatic Lancer can make her unique weapon reach farther. For every Lunatic Lancer level, her Soul Spear can grow an extra 5 feet, up to an extra 50 feet at 10th level.

Lunatic Break(Su):At 2nd level, the Lunatic Spear can dispel any  defensive spell on the target as if it was a Force effect, rolling a dispel check with CL=HD. "Defensive" meaning any spell that makes it harder for the creature to be hit by physical attacks.

In addition the Lunatic Lancer can dispel specific magic area effects whitin reach of her Soul Spear as an attack action, rolling a dispel check with CL=HD. She may also attempt to dispel a specific spell she has identified on an enemy whitin reach of her Soul Spear as an attack action, whitout needing to hit the creature itself. She must expend a prepared spell or maneuver of the same level or higher to attempt this (but not for the first option).

Fate Continued (Sp) At second level and every other following level except sixth, a Lunatic Lancer gains new spells per day (and spells known, if applicable) or new maneuvers/stances known and readied as if she had also gained a level in a spellcasting/initiating class to which she belonged before adding the prestige class level. She does not, however, gain any other benefi t a character of that class would have gained (improved chance of turning or destroying undead, a bonus feat, and so on). This must be the class which allowed her to qualify for this Prc.
                    In addition all Lunatic Lancer levels but first and sixth either advance your CL for the chosen class or grant full IL instead of just half for the maneuvers granted by the chosen class.

Focused Spear(Su):Advanced Lunatic Lancers can further enanche their Soul Spears by investing even more of their inner energy on it. At third level the Lunatic Lancer can create her Soul Spear by expending a 5th level or higher spell/maneuver. If she does so, her Soul Spear gains an enanchment bonus to attack and damage rolls equal to the excess level of the expended spell/maneuver.

So for example by expending a 5th level spell/maneuver, the Thunderlance would get a +1 enhancement bonus to attack and damage rolls, while expending an 8th level spell/maneuver would grant a +4 enhancement bonus to attack and damage rolls.
Plus the Soul Spear can now dispel Force effects up to the level of the expended Spell/maneuver (this stacks with Lunatic break).

In addition you can choose up to the enhancement bonus in special abilities from the following table

Enhancement cost   Abilities available
+1   Keen, Defending, Vicious, Merciful, Thundering, Mighty Cleaving
+2   Holy, Unholy, Anarchic, Axiomatic, Wounding
+3   Speed
+4   Dancing, Brilliant Energy
So for example, by expending an 8th level maneuver, you could create an Anarchic, Unholy Soul Spear, or a Keen, Defending, Vicious, Thundering Soul Spear, or a Speed, Mighty Cleaving Soul Spear, or yet a Dancing Soul Spear.

The abilities are chosen when the Soul Spear is created and cannot be changed for its duration, but you may pick new ones when you create a new Soul Spear.

Lunatic Thrust(Ex):A Soul Spear allows the wielder to perform all kind of fancy maneuvers when one starts to get the hang of it.
                          At fourth level whenever the Lunatic Lancer hits in melee an enemy with her Soul Spear, she may perform a trip, bullrush, disarm or sunder attempt as a free action whitout provoking attacks of opportunity, and if she fails the opponent cannot trip/disarm back. Add the soul spear's enanchment bonus (if any) to any opposed checks. You cannot trip an already tripped opponent, so this doesn't result in infinite attacks with Improved Trip.

Seeking Spear (Ex): Soon enough the Lunatic Lancer's weapon seems to be drawn itself towards the enemy inner energies, which happen to be near their vital organs.
                           At fifth level the Soul Spear ignores cover and concealment smaller than total. In addition it can be throwed as a thrown weapon with a range increment of 40 feet, ignoring adverse wind conditions and instantly returning to the Lunatic Lancer's hand whetever it hits or misses. It ignores adverse wind conditions, even magic ones like Wind Wall.

Force Break (Ex):A soul spear grows with its owner to become able to pierce the strongest defenses, in particular ones based on force energy.
         At sixth level you can now add the highest of your Str/Int/Cha modifier to dispel checks performed by your Soul Spear and the number of Aoos you can make per round. You may also as a free action declare one attack per round made by your force Spear to be a touch attack, but you must do so before rolling the attack.
             In addition when attacking an enemy protected by a Force effect, you may attempt to dispel it as part of the attack before you check if you hit or not.
             Finally if there's a static Force effect in your reach such as a Wall of Force or Forcecage, you may attempt to dispel it as an attack of opportunity.

Scarlet Spear (Ex):You know what good are spears for? Sticking them into other people. Making the sharp end come out from the other side. And then sticking them into yet another body. And another And...
At seventh level as a standard action the Lunatic Lancer can perform a special melee attack where she affects all opponents in a line with length up to her reach. Roll once and compare to each target's AC.
In alternative as a fullround action she can grow her soul spear to a massive size and throw it! Perform a thrown attack against all enemies in a line up to 400 feet long. Roll once and compare to each target's AC.



Lunatic Impale (Su): Tales of Lunatic Lancers making gardens of skewered enemies held in mid-air by their weapons are clearly just propaganda from envious rivals.
At eight level, whenever you damage an opponent with your Soul Spear, you may choose to let it go as a free action. If you do, enemies damaged by your last Soul Spear attack(including Scarlet Spear) count as grappled by you as they remain skwered by your Soul Spear, except you don't need to spend any actions or take any grappling penalties, and can actually go to your life.

Enemies may attempt to escape as from a regular grapple(the spear has the same bonus as you), except that failed attempts deal them damage as if they were hit by a basic attack from your Soul Spear. You add the Soul Spear enanchment bonus to such opposed grapple checks. If they suceed, the part of the Soul Spear where they were impaled shatters, freeing them. Enemies stuck by a Lunatic Impale cannot use dimensional travel, neither can them auto-escape with Freedom of Movement, because they're with a force stick inside them.

A Soul Spear used for a Lunatic Impale persists indefenetely, altough it will solidify into common rock or metal(your choice) after 24 hours, if not broken before.

Once you've used Lunatic Impale, you can't use that Soul Spear anymore, but can create a new one for combat as normal. You can perform multiple Lunatic Impales in a single enemy.

Lunatic Impale can count as Improved Grab in other to qualify for feats that demand it.

Fated Strike (Su):A Soul Spear never stops growing more hungry for your enemy innards. At 9th level as an immediate action your next attack with your Soul Spear whitin 1 round benefits from a True Strike effect, ignores all DR and hardness and automatically confirms critical hits. Against enemies normally immune to critical hits, it instead threatens and confirms as normal.

Once you've used Fated Strike, you can't use it again for 1d4+1 rounds. No Immediate or free actions may be taken against a
Fated Strike. In other words, once you declare an attack and your target after using Fated Strike, nobody else may take immediate or free actions.

Spear Bomb (Su): The Ultimate tecnhique of a Lunatic Lancer overloards her Soul Spear  with energy before throwing it for a massive blast of searing power!

As a fullround action 3/day make a ranged touch attack. If you hit, you deal normal Soul Spear damage to your target, then automatically dispel all Force effects whitin a radius up to 70 feet, creatures whitin that radius take 1d8 force damage per CL/IL (whichever's higher) you have and must make a Fort, Reflex and Will save with DC 10+1/2 HD+Str/Int/Cha modifier, whichever's higher.
The first target of your Soul Spear takes a -2 penalty on all those saves.

If they fail one save they receive one negative level and can only take one standard, swift or move action next round as they stagger to recover from the flast.
If they fail two saves they receive two negative levels and cannot act at all next round. Even enemies normally immune to energy drain receive one negative level.
If they fail three saves they're instantly destroyed or three negative levels and incapacitated for 24 hours, your choice.

Using Spear Bomb consumes your Soul Spear. You cannot use Spear Bomb again unless you've spent at least two rounds with a new Soul Spear.

Blood Moon (Su): Nowhere else can a master Lunatic Mancer show her art better than while bathing in the night moon rays. At 10th level, if the Lunatic Lancer creates a Soul Spear while there's a Full Moon in view, its enhancement bonus is one higher than it would normally be. If it is a full red moon, then its enhancement bonus is two higher than it would normally be instead. This applies to both attack and damage rolls and gaining extra special properties, as in Focused Spear.

 
PLAYING A LUNATIC LANCER
You still follow your old path of mysticism, but now wield a weapon with an unique combination of elegance and cruelty.
 Combat:Your Soul Spear gives you unrivaled reach and several tricks to hinder your opponents as they try to close in. Unlike polearms, it doesn't have a "blind" spot either. You can adapt it for the situation at hand as you summon it, and is particularly effective against enemies that would rely on Force wards.
Eventually you can ignore most reach and concealment, making sure your enemy can't hide behind simple obstacles.
You also keep advancing your old abilities to a degree, which can then be invested into making your Soul Spear even stronger.
Lunatic Impale allows you to lock an enemy in place and laugh as they try to free themselves. Nothing stops you from creating a new spear and impaling them again. And again. And again.
Fated Strike makes sure you can land a good blow when you need it, and finally Spear Bomb allows you to purge an area when the going gets tough.
Advancement:The Lunatic Lancer doesn't tie you to any particularly path. You may take just one level for being able to reliably create your personal Soul Spear, or all levels to fully unlock its power. You can then go back to pursuing your mystic arts, or perhaps seek other Prcs to further enanche your melee ability.
Resources: Your Soul Spear is not only a great instrument for the art of killing, it can also make short work of any Force effects you find that may otherwise pose a significant obstacle. You also keep advancing your old magic, be it scroll or blade based, ensuring you extra versatility and utility.

LUNATIC LANCERS IN THE WORLD
The moon gave many powers to beings of the earth.
Many of them, such as magic, were originally the moon's power.
Does your weapon depend on the moon as well?
Hmm, Miss VAMPIRE?

-Kaguya Houraisan, Lunatic Princess mistress

 At first glance nobody may recognize a Lunatic Lancer, but once she summons her Soul Spear, fear or caution are the most common reactions. A weapon that can grow almost instantly to impale you in specially gruseome ways tends to do that.
 Daily Life: You probably have a preference for the night, in particular when there's a full moon  You may appear harmless, and can actually pass as what you were before most of the time, but if someone pisses you off you can quickly bring out your Soul Spear to punish them.
 Notables: The "young" Remilia Scarlet is currently one of the most renowed Lunatic Lancers in existence. After spending around a century in her mansion training with her assassin maid and arcane librarian, she has refined her skill with the Soul Spear to new heights. Nowadays she'll actually only bring it out againt opponents she deems worthy enough, and such battles eventually atract great audiences to see her exquisite skill.
 Organizations: Lunatic Lancers aren't the most gregarious of beings, as half the point of the Soul Spear is to keep others at bay. The Scarlet Mansion where Remilia lives is rumored to take some disciples now and then, but good luck finding it to start with.
                       What is more common is Lunatic Lancers appearing in the midst of martial or arcane groups, as some members want to stand out from the others. Once they've learned the art of the Soul Spear, they inevitably rise to positions of prestige or leave to start their own groups.

NPC Reaction
She has a long, glowing, sharp stick. Better not to mess with her. Masses of commoners tremble before her and whisper tales of how Lunatic Lancers impale first and ask questions later.

LUNATIC LANCERS IN THE GAME
The Lunatic Lancer delays your martial/arcane caster progression somewhat, but provides an unique weapon that allows for great area control.
 Adaptation: The Lunatic Lancer shouldn't need too much adaptation. Mystic personal weapons are a staple of fantasy stories after all. It can be refluffed as coming from a personal magic trinket if people don't like the idea of martial adepts creating magic weapons out of nowhere.
 Encounters: Lunatic Lancers can usually be find as dangerous loners, or the leaders of powerful organizations, as well as elite warriors, gishes and bodyguards to important figures.

39
Oslecamo's Ideas / Shrine Maiden
« on: June 21, 2017, 11:17:09 PM »
Shrine Maiden

Okay, so I take that back. Youkai must still be crushed by humans.
It is my destiny.
I will continue to crush Youkai
-Reimu Hakurei, human Shrine Maiden

Shrine Maidens are holy individuals that travel randomly and beat up monster for money investigate and solve supernatural problems, receiving donations along the way.

MAKING A SHRINE MAIDEN
Shrine Maidens combine an unique blend of divine martial arts with divine magic.
Abilities: Wisdom is the main ability for a Shrine Maiden. Con is useful to offset her low HD and Fort saves, as well as Dexterity as you're wearing light armor and could use up the Reflex saves.
Races: Most Shrine Maidens are humans or halflings. Aligned outsiders sometimes take this path as well. Zombie Shrine Maidens are far from unheard off either.
(click to show/hide)
Starting Gold: 1d4x10(average gp).
Starting Age: As cleric.

Class Skills
The Shrine Maiden's class skills are Apraise, Balance, Concentration, Diplomacy, Gather Information, Intimidate, Knowledge (Nature, Religion, The Planes), Listen, Sense Motive, Spot, Swim,
Skill Points at 1st Level: (4 + int mod)x4
Skill Points at Each Additional Level: 4 + int mod

Hit Dice: d6

Level   Bab   Fort   Ref   Will   Feature   Maneuvers Known   Maneuvers Readied   Stances Known
1   +0   +0   +0   +2   Overly Optimistic, High Intuition   4   3   1
2   +1   +0   +0   +3   Divine Bloodline   4   3   1
3   +2   + 1   +1   +3   Holy Bomb   5   3   1
4   +3   +1   +1   +4   Incredible Luck 1/hour   5   3   1
5   +4   +1   +1   +4   Channel God 1/day   6   3   2
6   +4   +2   +2   +5   Detached Sleeves   6   3   2
7   +5   + 2   +2   +5   Overly Optimistic    7   4   2
8   +6   + 2   +2   +6   Incredible Luck 2/hour   7   4   2
9   +6   + 3   +3   +6   Channel God 2/day   8   4   2
10   +7   +3   +3   +7   Overly Optimistic   8   4   2
11   +8   +3   +3   +7   Revelatory Dream   9   4   3
12   +9   +4   +4   +8   Incredible Luck 3/hour   9   4   3
13   +9   + 4   +4   +8   Channel God 3/day   10   4   3
14   +10   + 4   +4   +9   Overly Optimistic   10   5   3
15   +11   +5   +5   +9   Gods Graces   11   5   4
16   +12   +5   +5   +10   Incredible Luck 4/hour   11   5   4
17   +12   +5   +5   +10   Channel God 4/day   12   5   5
18   +13   +6   +6   +11   Spring Lane   12   5   5
19   +14   +6   +6   +11   Colourful Path   13   5   5
20   +15   +6   +6   +12   Mystical Love Consultation, Incredible Luck 5/hour   13   5   5

Weapon and Armor Proficiencies: A Shrine Maiden is proficient with Simple weapons and light armor.

Maneuvers: A Shrine Maiden learns maneuver from the Dream Battle school and one other martial school of her choice. If the second school demands any special prerequisite (like Ancient Temple needing a feat) the Shrine Maiden must fulfill it as well. Her Iniator level is equal to her Shrine maiden level plus half other levels, and she can only learn maneuvers of a level no bigger than half (IL+1).

Shrine Maidens know that there's no point in overextending a losing battle. They can recover all their maneuvers by performing a Whitdraw action. If they're not in melee, or can't see their opponents, they can recover all their maneuvers by performing a Double Move. Either way, they must move at least 10 feet.

At 4th level, and every even-numbered level afterwards, the Shrine Maiden can swap one of her older maneuvers with a new one she qualifies for from one of her two schools (the new one doesn't need to be of the same level of the older one).

Overly Optimistic: The Shrine Maiden can use Wis instead of Cha for her choice of  Diplomacy, Intimidate or Gather Information checks. At 7th and 14th level pick one of the other options.

High Intuition: Who needs training when you have natural talent? A number of times per day equal to her class level, the Shrine Maiden can replace a skill check, save, grapple, trip, bullrush, disarm or attack roll for IL+Wis mod. She can decide to use this after rolling the dice, but before knowing the result.

Divine Bloodline: Altough not fully fledged clerics, Shrine Maidens can still call upon the power of the divine to aid them. At second level the Shrine Maiden becomes able to cast spells as a cleric of 2/3 her Shrine Maiden level, except she doesn't get any domains but her CL is equal to her full Shrine Maiden level. If she takes a casting prestige class, she advances the cleric casting at regular speed (so for example a Shrine Maiden 10/fullcasting prc 10 would cast as a 16th level cleric).

Holy Bomb: At 3rd level once per round as a free action when she initiates a maneuver, the Shrine Maiden can sacrifice a prepared divine spell to gain a bonus equal to the sacrificed spell's level  on all skill checks, attack rolls and damage rolls with that maneuver.

Incredible Luck: At 4rd level you can re-roll any one dice per hour. At 8th, 12h, 16h  20th  you gain an additional use of this ability per hour. You must choose to use this ability before knowing the resulting effect from that dice roll.

Deatachable Sleeves: At 6th level with 700 GP worth of raw materials the Shrine Maiden can craft a pair of special sleeves that take the hand slots and grant her a +1 enanchment bonus to unarmed attack rolls and thrown attack rolls as long as worn in a matched pair.
They can also be used to store up to 10 thrown ammo in each.
A pair of detached sleeves can be magically enanched as a single masterwork weapon, in which case their enanchment applies to your unarmed strikes and thrown attacks.
In addition its storage capacity for thrown weapons increases to 20*Enanchment bonus.

Channel God: Altough they rarely openly pledge their alliance to any single god, adept Shrine Maidens can temporaly become conduits to a specific deity.  At 5th level 1/day as a move action the Shrine Maiden can start a Channel God. She gains one domain of her choice (doesn't even need to match her usual beliefs, desesperate times call for desesperate measures), gaining the respective power and the domain spells become instantly prepared as regular spells, up to the level of divine spells she could usually prepare. This lasts 1 minute, after which any unused domain spells are lost and the Shrine Maiden is left fatigued.

At 9th, 13th and 17th level the Shrine Maiden can use this an aditional time per day.



Revelatory Dream: At 11th level the Shrine Maiden can use any one maneuver up to the level of maneuvers she could usually initiate from the schools gained at her first Shrine Maiden level. If she does so, all of her remaining readied maneuvers become expended without benefit, and she cannot iniate any single specific maneuver more than once per day with Revelatory Dream.

Gods Graces:At 15th level by spending two uses of Channel God as a move action, the Shrine Maiden can gain two Domains simultaneously with all of the benefits of Channel God, including geting both domains spells instantly prepared, but is left exhausted at the end of the 1 minute duration.

Spring Lane: A Shrine Maiden always stands ready to perform miracles At 18th level when the Shrine Maiden  uses Channel God or Gods Graces she instantly prepares the respective domain spells up to 7th level, even if she normally could only prepare spells of a lower level.

Colourful Path: A shrine Maiden's way on the world isn't easy, but that doesn't mean it can't be fun and bright! At 19th level when the Shrine Maiden enters a stance, she can cast a spell on herself as a free action. If it is non-instantaneous, the Shrine Maiden can choose for its duration to last until she exits the respective stance.

Mystical Love Consultation: Shrine Maidens must master the analysis of souls-and hearts. At 20th level the Shrine Maiden is automatically aware of the alignment of any creature she can see, as well as their Attitudes towards the Shrine Maiden and adjacent creatures (whetever adjacent to the shrine maiden or the first target).

In addition when the Shrine Maiden uses Channel God or Gods Graces she instantly prepares the respective domain spells up to 8th level, even if she normally could only prepare spells of a lower level. In addition once per day she can cast the respective 9th level spell of a domain she has.


(click to show/hide)

40
Moon Agent

How can you think you can win,
when you can't even see through my tricks?

-Eirin, Lunarian Moon Agent
The elite of Lunarian Society, sages and leaders, extremely capable in a variety of matters, Moon Agents provide specialized support in times of peace and are insightful, subtle warriors in times of conflict, all to make sure the Moon is left a realm of purity.

MAKING A MOON AGENT
A Moon Agent prefers to take things slowly, or at least to have somebody tougher to draw attention to themselves while they set things up. Her femtofiber fabric makes her more dangerous than she may seem at first glance, and her Moon Charms provide a variety of tricks at the ready, but eventually it's her choice of maneuvers that will define her.
Abilities: Intelligence is the key skill for Mysterious Millenium, but otherwise a Moon Agent isn't dependant in any specific ability score.
Races: Lunarians compose basically all known Moon Agents, but there's in theory nothing that could prevent a member of other race from taking this path, provided they dedicate themselves fully to Lunarian Society.
Alignment: Moon Agents tend to neutrality, but they can be of any alignment. Good ones may share their  Lunarian arts with the needed, while evil Moon Agents will kill or sabotage all who they suspect may pose a threat in the future.
Starting Gold: 5d4x10(average gp)
Starting Age: As wizard.

Class Skills
The Moon Agent's class skills are Apraise, Balance, Bluff, Climb, Craft, Concentration, Disguise, Diplomacy, Gather Information, Intimidate, Heal, Hide, Knowledge (Any), Move Silently, Listen, Profession(any), Sense Motive, Spellcraft, Spot, Swim, Use Rope
Skill Points at 1st Level: (6 + Int mod)x4
Skill Points at Each Additional Level: 6 + Int mod

Hit Dice:d6
Level    BAB    Fort    Ref    Will    Feature    Maneuvers Known   Maneuvers Readied    Stances Known
1   +1   +0   +0   +2    Filthy World, Femtofiber Fabric   3   2   1
2   +2   +0   +0    +3    Simply Superior   4   3   1
3   +3   +1   +1   +3   Higher Class   5   3   1
4   +4   +1   +1   +4    Fabricate Femtofiber Fabric   6   3   1
5   +5   +1   +1   +4   Moon Charm (0th, 1st)   7   3   1
6   +6   +2   +2   +5    Simply Superior   8   4   2
7   +7   +2   +2   +5   Moon Charm (2nd)    9   4   2
8   +8   +2   +2   +6   Expert Femtofiber Fabric   10   4   2
9   +9     +3   +3   +6   Moon Charm (3rd)    11   4   2
10   +10   +3   +3   +7    Simply Superior   12   5   2
11   +11   +3   +3   +7    Moon Charm (4th)    13   5   2
12   +12   +4   +4   +8    Greater Femtofiber Fabric   14   5   3
13   +13   +4   +4   +8   Moon Charm (5th)   15   5   3
14   +14   +4   +4   +9   Simply Superior   16   6   3
15   +15   +5   +5   +9   Moon Charm (6th)   17   6   3
16   +16   +5   +5   +10   Supreme Femtofiber Fabric   18   6   4
17   +17   +5   +10   +10    Moon Charm (7th)    19   6   4
18   +18   +6   +11   +11    Simply Superior   20   6   5
19    +19   +6   +11   +11   Moon Charm (8th)   21   6   5
20   +20   +6   +12   +12   Lunatic Femtofiber Fabric, Brain of the Moon   22   6   5

Weapon and Armor Proficiencies: A Moon Agent is proficient with simple and martial weapons, plus light and medium armor and light shields.

Filthy World (Ex): A Moon Agent that uses equipment that wasn't crafted by Moon Agents or lunarians cannot benefit from any class abilities while she does so and for the next 24 hours. This doesn't apply to consumable and/or expendable items such as potions, poison and alchemist's fire, neither to the Moon Agent benefiting from items being used by allies, such as riding in a carpety of flying that is being controled by somebody else.

Maneuvers: A Moon Agent learns maneuver from the Misteryous Millennium school and one other martial school of her choice. If the second school demands any special prerequisite (like Ancient Temple needing a feat) the Moon Agent must fulfill it as well. Her Iniator level is equal to her Moon Agent level plus half other levels, and she can only learn maneuvers of a level no bigger than half (IL+1).

A Moon Agent can recover all of her expended maneuvers by performing a Total Defense while vaunting about the superiority of Lunaria Society over everybody else to all who can hear.

At 4th level, and every even-numbered level afterwards, the Moon Agent can  replace one of her older maneuvers with a new one she qualifies for from one of her two schools (the new one doesn't need to be of the same level of the older one).


Femtofiber Fabric (Ex): When one removes all of the impurities of clothing, what is left behind is stronger than the best steel. At 1st level a Moon Agent receives a special suit or dress that looks just like normal clothes, yet count as if made of a pure metal of her choice.

-Main body clothes counts as Light armor granting a base +2 Armor bonus, no max dexterity or skill penalty.
-Hat counts as Light shield that takes the head slot instead of an arm, except no skill penalty.
-A shash or belt or veil that can be removed and used as a Binding Shackle.
-A martial or simple weapon of the Moon Agent's choice, that blends in perfectly with the rest of the clothes.

The specific pure metal to be emulated must be chosen when crafted. Any special options specific to the Pure Metal can be performed in half regular time (in the case of a fullround action, it just takes a standard action).

Femtofiber Fabric only grants its benefits when used by the Moon Agent that crafted it, or that they were granted to at first level. They have 100 HP and hardness 50.

Simply Superior: At 2nd level, and every 4 levels thereafter, the Moon Agent can pick one skils in which she has ranks and can now use her highest mental Stat for that skill instead of the usual ability score. In addition she can instantly sense the exact bonus of that skill on any creature she sees or hears. If the respective skill bonus on that creature is higher and they're not a Moon Agent, then as a swift action the Moon Agent's bonus on that skill increases until it is +1 higher that that creature's. This lasts until the Moon Agent cannot see or hear that creature, or she uses this ability again, whatever happens first.

Higher Class: The beings that crawl on the earth are too filthy to learn how to combine pure materials with magic, but you know no such limitation. At 3rd level, as an 8 hour ritual, the Moon Agent can purify a suit of magic armor, magic shield, or magic weapon, and apply its magic properties to one of her Femtofabric pieces.

Fabricate Femtofiber Fabric(Ex): At 4th level the Moon Agent learns how craft her own Femtofiber Fabric at the rate of 100 GP and 8 hours of work per piece. The Moon Agent can craft extras in advance as well, and choose diferent kinds of Pure Metal for them to emulate, but must always craft the same general design and type of weapon. Practise makes perfect after all.

Moon Charm (Su): Magic was originally developed in the moon, and it was only out of the kindness of the lunarians that it ever reached the earth. At 5th level, the Moon Agent  chooses one 1st level and one 0th level spell from the wizard, druid and cleric list each, one 1st level Psionic Power, and one 1st level supernatural maneuver from any school (which cannot be readied normally, can only be used by expending an use of this ability). She can use them with a CL/IL/ML equal to her Moon Agent level as a Su ability whitout need of Concentration or even if unable to act normally, neither being disrupted by her Femtofiber Fabric (altough she must provide any needed Focus, exp costs or other expensive cots, despite being a Su ability). Similarly unless she has power points from other sources, she cannot augment her powers  Any DCs become 10+1/2 HD+highest Mental Stat mod. At 7th level, and every two levels thereafter, the Moon Agent learns new Charms of one level higher, up to 8th level Moon Charms at 19th level.

She can use two charms of each level every day. A Moon Agent can change any or all of her known Moon Charms with one week of solitary study. This also allows the Moon Agent to qualify for magic/psionic item crafting feats and build them as normal.

Expert Femtofiber Fabric (Ex): At 8th level the Moon Agent can refine her Femtofiber Fabric to the point it counts as Masterwork Pure Metal, plus make her Hats now count as Heavy Shields and her dress as Medium Armor with base AC Bonus+4, neither of which incur penalties. This takes 400 GP and another 8 hours of work per piece to be improved. The Moon Agent becomes proficient with Heavy Shields.


Greater Femtofiber Fabric(Ex): At 12th level the Moon Agent can refine her Femtofiber Fabric to the point it counts as Relicwork Pure Metal, plus make her main body clothes now count as Heavy armor that grants a base +6 bonus and still doesn't incur any penalties. This takes 4000 GP and another 8 hours of work per piece to be improved. The Moon Agent She becomes proficient with Heavy Armor.

Supreme Femtofiber Fabric (Ex): At 16th level the Moon Agent can refine her Femtofiber Fabric to the point it counts as Artifactwork Pure Metal plus her hat now counts as a Tower Shield that doesn't incur any penalties. This takes 40 000 GP and another 8 hours of work per piece to be improved. The Moon Agent becomes proficient with Tower Shields.

Lunatic  Femtofiber Fabric (Ex): At 20th level he Moon Agent can refine her Femtofiber Fabric to the point it counts as Phantasmwork Pure Metal. This takes 80 000 GP and another 8 hours of work per piece to be improved.

Brain of the Moon(Su): At 20th level the Moon Agent learns a single 9th level Moon Charm, picked from either wizard/cleric/druid spells, psionic powers, or supernatural maneuvers. Once per week she can instantly change this known 9th level Moon Charm as a free action.

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