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Topics - Nanshork

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Offtopic / Happy Happy Joy Joy! - Reincarnated
« on: June 26, 2017, 06:19:15 PM »
The companion thread to LOL, post super happy fun times here!

Yesterday I finished moving into a house that I bought!

Offtopic / I'm Moving!
« on: June 25, 2017, 12:40:25 PM »
I don't mean moving posts, I mean moving to a new house.

Expect me to fall off for a bit (I'll still post some at work but I won't be doing migration), and in a few days once I'm settled in with internet I expect to pick up the pace on migrating the rest of my stuff.

Play by Post / Character Sheet Templates
« on: June 21, 2017, 01:00:51 PM »
If you're like me, myth-weavers and similar websites just don't cut it whether that's due to the sheets not meeting your needs, potential for data loss, or other reasons.  This thread is meant to be an index for character sheet templates to store your sheet directly on this board so you don't have to go anywhere else to see what you can do.   

If you have a character sheet template that you would like to share, post it and I'll add it to the index.  Is there a character sheet template you wish someone would make for you?  I take requests.  I'm also open to suggestions to improve any of my existing character sheet templates.

Note: For all of my sheets you can quote the entire post and paste it into a new post, just remove the header and the quote blocks.  Some of my sheets (like the 3.5 and Pathfinder Character Sheets) make use of the preformatted text tag in sections so you'll want to preview those and make sure that the spacing still matches up before posting.

Character Sheets

D&D 3.5/D20
 - Nanshork's 3.5 Character Sheet
 - Nanshork's 3.5 Minion Sheet
 - SorO's 3.5 Character Sheet and Minion Sheet

D&D 4E
 - Nanshork's 4E Character Sheet

D&D 5E
 - Nanshork's 5E Character Sheet

 - Nanshork's Legend Character Sheet

 - Nanshork's Pathfinder Character Sheet
 - Nanshork's Pathfinder Minion Sheet

Star Wars Saga Edition
Nanshork's SWSE Character Sheet

Warhammer 40K: Dark Heresy
 - Nanshork's Warhammer 40K: Dark Heresy Character Sheet

Offtopic / Nanshork's Extended Signature Thread
« on: June 21, 2017, 10:28:07 AM »
If you haven't noticed, I like being organized.  I need a main place I can keep track of everything I want to keep track of.  Just accept it.

As part of this migration, I've created a To Do List.  If there's something you'd like my help with, feel free to post there.

My Threads of Import
 - The Consolidated Lycanthropy Guide (In Progress)
 - X Stat to Y Bonus (In Progress)

Other Resources
 - Character Sheet Templates - This thread is for character sheet templates that can be used in Play by Post games on the board.  You can post your own for others to use, and I also take requests.

My Homebrew
Oslecamo's Monster Classes
 - Chitine
 - Ectoplasmic Dragon
 - Feral Gargun
 - Genasi
 - Ice Beast, Awakened
 - Marruspawn (Marrulurk, Marrusault, Marrutact, Marruspawn Abomination, and Zymes (items))
 - Sanctified Creature
 - Werebadger

Homebrew/Homebrewers I especially enjoy
(This is the list from the old board, I'll update it)
Gramarie and Xenoalchemy by Kellus
All kinds of things by sirpercival
Improved Monster Classes by oslecamo
Verold Setting by EjoThims
The Spellshaping Codices by DonQuixote
Wizard with fighter mechanics by Prime32
Gambler by Bozwevial
A good list of stuff by Garryl
The War-Frenzy by Agita
A lot of things in here by Stratovarius

PbP Characters

Offtopic / Nanshork's To Do List
« on: June 20, 2017, 05:02:20 PM »
I'm making this list as a post because 1) I want to be able to work on stuff while I'm away from my home computer and 2) I got a request to review some homebrew so I want an easy place to keep track of everything.

If there's anything you'd like my help with, feel free to post here.

My threads to port over
 - (In Progress) Consolidated Lycanthropy Guide
 - (In Progress) X Stat to Y Bonus
 - Making gaming accessories

Homebrew (Oslecamo's Monster Classes)
- Chitine
- Ectoplasmic Dragon
- Feral Gargun
- Genasi
- Ice Beast, Awakened
- Marruspawn
- Sanctified Creature
- Werebadger

Other Threads
 - (In Progress) Signature Thread
 - Builds Thread
- Character Sheets as own thread

Homebrew to Review (Requested)
- sirpercival's Bladecraft system
 - sirpercival's Magipunk system

Oslecamo's Ideas / Ectoplasmic Dragon
« on: June 17, 2017, 12:30:33 AM »
Ectoplasmic Dragon

HD: d12

Level BAB Fort Ref Will Special
1 +1 +2 +0 +2 Ectoplasmic Dragon body, Whitefire Breath, +1 Int
2 +2 +3 +0 +3 Keen Senses, Ectoplasmic Blood
3 +3 +3 +1 +3 Blindsense 60 feet, Lesser Ectoplasmic Psionics, +1 Str
4 +4 +4 +1 +4 Wings
5 +5 +4 +1 +4 Advanced Ectoplasmic Psionics, +1 Con
6 +6 +5 +2 +5 Focused
7 +7 +5 +2 +5 Growth, Tail Slap, +1 Int
8 +8 +6 +2 +6 Ectoplasmic Mind
9 +9 +6 +3 +6 Greater Ectoplasmic Psionics, +1 Str
10 +10 +7 +3 +7 Psionic Skin
11 +11 +7 +3 +7 Ectoplasmic Scales
12 +12 +8 +4 +8 Frightful Presence, Growth, Crush, +1 Con
13 +13 +8 +4 +8 Planar Travel, stuff, +1 Int
14 +14 +9 +4 +9 Ectoplasmic Lord, +1 Str
15 +15 +9 +5 +9 Whitefire Aura, +1 Con
16 +16 +10 +5 +10 Ectoplasmic Mind, +1 Str, +1 Int
17 +17 +10 +5 +10 Supreme Ectoplasmic Psionics, +1 Con, +1 Int
18 +18 +11 +6 +11 Ectoplasmic Assault, +1 Str, +1 Con
19 +19 +11 +6 +11 Astral Instability, +1 Str, +1 Int
20 +20 +12 +6 +12 Growth, Tail Sweep, Ectoplasmic Mastery, +1 Str, +1 Con, +1 Int

Skill Points at Each Level: (2 + Int Modifier)
Class Skills: The Ectoplasmic Dragon's class skills (and the key ability for each skill) are: Appraise (Int), Bluff (Cha), Concentration (Con), Climb (Str), Diplomacy (Cha), Gather Information (Cha), Listen (Wis),  Knowledge(any) (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Psicraft (Int).

Proficiencies: The Ectoplasmic Dragon is proficient with its own natural weapons.

Ectoplasmic Dragon Class Features:

Ectoplasmic Dragon Body (Ex): The Ectoplasmic Dragon loses all other racial bonuses, and gains Dragon traits (60ft Darkvision, low light vision, and immunity to sleep and paralysis) as well as the Fire subtype. It is a medium sized dragon with a bite attack for 1d8 damage and 2 claws attack for 1d6 damage each, as well as a 40 feet base speed and a swim speed equal to its land speed. The Ectoplasmic Dragon has wings, but they're too weak to do anything for now. Its claws are capable of fine manipulation and can be used for somatic components of spellcasting or anything else a human hand could do.

The Ectoplasmic Dragon also gets a natural armor bonus equal to its Con modifier. Whenever the Ectoplasmic Dragon grows one size category, its natural armor increases by a further 1.  In addition, the Ectoplasmic Dragon is treated for all purposes as not being composed from ectoplasm so it is not affected by the dismiss ectoplasm power or any other ability that targets ectoplasm.

Whitefire Breath (Su): The ectoplasmic Dragon spits out globs of raw explosive ectoplasm.  Unlike normal breath weapons, Whitefire Breath isn't a line or a cone.  Instead, it can be used anywhere within range and explodes as a burst weapon upon impact (no attack roll necessary as normal for breath weapons).

This breath weapon can be used every 1d4 rounds and has a range of 30 foot dealing 1d6 fire damage/HD to all creatures within 5 feet, Reflex DC of (10+1/2 HD+Con modifier) for half damage. The range increases by 10 feet for every Ectoplasmic Dragon level after first, and the burst radius increases by 5 feet for every third ectoplasmic dragon level (3, 6, 9, 12, 15, 18).

Ectoplasmic Blood: An Ectoplasmic Dragon receives powers known and powers per day as a Psion of 2/3 its level, including using Int as its main manifesting stat.  Instead of gaining a primary discipline, the Ectoplasmic Dragon adds all powers related to the creation and manipulation of Ectoplasm to the list of powers that it can learn. See the spoiler below for all Ectoplasmic Powers in the Expanded Psionics Handbook as well as Complete Psionic (all class abilities referencing Ectoplasmic Powers refer to the powers in the spoiler).

(click to show/hide)

If it multiclasses as a psion, the manifesting stacks.  If the dragon takes a manifesting prc, it may choose to advance its manifesting as that of a psion.

Dragon level Psion Manifesting

Keen senses (Ex): The Ectoplasmic Dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Blindsense (Ex): As the normal ability, range 60 feet.

Ectoplasmic Psionics: Starting at 3rd level, the Ectoplasmic Dragon can use certain powers as PLAs with a manifester level equal to HD, and Int to determine the DCs a certain number of times per day.
                    Lesser: At 3rd level, gain Chameleon and Dismiss Ectoplasm 1/day per 3 HD.
                    Advanced: At 5th level, gain Ectoplasmic Cocoon and Negate Psionics 1/day per 2 HD.
                    Greater: At 9th level, gain Energy Barrior and Catapsi 1/day per 2 HD.
                    Supreme: At 17th level, gain Ectoplasmic Cocoon, Mass 1/day per 10 HD.

Ability Score Increase: The Ectoplasmic Dragon ability scores increase by the shown amount.  This table is not cumulative.

Dragon level
+1 Int
+1 Str
+1 Con
+1 Int
+1 Str
+1 Con
+1 Int
+1 Str
+1 Con
+1 Str, +1 Int
+1 Con, +1 Int
+1 Str, +1 Con
+1 Str, +1 Int
+1 Str, +1 Con, +1 Int

For a total of +7 Str, +6 Con, +7 Int at 20th level.

Wings (Ex): At 4th level the Ectoplasmic Dragon becomes able to fly at the speed of 10 feet per HD, with poor maneuverability. The maneuverability doesn't increase naturally, but they can take the Improved Flight feat (found in Complete Adventurer and Races of the Wild) which increases maneuverability by one step. Each wing can also be now used to deliver a natural attack dealing 1d4 damage.

Focused (Ex): Ectoplasmic Dragons are focused on the study of ectoplasm and how to use it. At 6th level he gains a racial bonus on Craft and Psicraft checks equal to 1/2 HD.

Growth (Ex): At 7th level the Ectoplasmic Dragon grows to large size.
                    At 12th level the Ectoplasmic Dragon grows to huge size.
                    At 20th level the Ectoplasmic Dragon grows to gargantuan size.

Its AC, bonus to hit, base damage, grapple and skills change accordingly, but it doesn't get any ability score bonus or penalties.

Tail slap (Ex): The Ectoplasmic Dragon can now make a tail slap attack dealing 1d8 damage (already taking in acount large size).

Ectoplasmic Mind: At 8th and 16th level the Ectoplasmic Dragon learns one power of a level it can manifest from the Ectoplasmic Powers list.

Psionic skin (Su): At 10th level the Ectoplasmic Dragon gains SR equal to its HD+11. It may raise or lower it at any time as a free action.

Gem Scales (Su): At 11th level the Ectoplasmic Dragon gains DR/magic equal to half its HD.

Frightful Presence (Su): At 12th level this ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Enemies within a radius of 30 feet × half the dragon's level are subject to the effect if they have fewer HD than the dragon. A potentially affected enemy that succeeds on a Will save (DC 10 + 1/2 HD + Cha mod) remains immune to that dragon’s frightful presence for 24 hours. On a failure, enemies with 4 or less HD become panicked  for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Crush (Ex): At 12th level the Ectoplasmic Dragon can make a crush attack dealing 2d8 damage base, already taking in account huge size.
(click to show/hide)

Planar Travel (Sp): At 13th level, the Ectoplasmic Dragon can travel to the Astral plane and back to the Material plane 1/day per 3 HD as a Plane Shift spell with CL equal to HD. Save DC is (10 + 1/2 HD + Int mod).

Ectoplasmic Lord: At 14th level the Ectoplasmic Dragon gains +2 Manifester level to manifest Ectoplasmic Powers, and such powers also cost 1 less power point to manifest, to a minimum of 1 power point.

Whitefire Aura (Su): At 15th level the Ectoplasmic Dragon can use its breath weapon on itself to initiate a whitefire aura 1/day per 5 HD as a standard action (initiating this does no damage but does count as a use of the breath weapon). It lasts 1 round/HD. While the aura lasts, any creature striking the dragon with a natural or a handheld melee weapon deals normal damage, but at the same time the attacker takes damage equal to the Ectoplasmic Dragon's breath weapon damage. If the attacker makes a successful Reflex save (DC same as breath weapon), it reduces damage by half.

Ectoplasmic Assault (Ex): At 18th level the Ectoplasmic Dragon becomes able to combine its ectoplasmic powers together.  A number of times per day equal to its Int mod, when using Whitefire Breath or Whitefire Aura as a standard action the Ectoplasmic Dragon can manifest one of its ectoplasmic powers as a swift action.  The manifested power must target at least one square that overlaps with the Whitefire Breath, or a square in or adjacent to the space of the dragon if Whitefire Aura was used.

Astral Instability (Su): At 19th level the Ectoplasmic Dragon's natural erratic behavior combines with the astral essence that it surrounds itself with to the point that the Ectoplasmic Dragon's essence is strewn across the entire Astral Plane.  It becomes immune to all indirect divinations, they either give a random result about the Ectoplasmic Dragon if the diviner is in another plane or reveal the Ectoplasmic Dragon's position if the diviner is in the astral plane as not, but still no other information can be discerned about the Ectoplasmic Dragon besides their position by using indirect divinations even if the diviner is in the astral plane.

Tail sweep (Ex): This special attack allows a dragon of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals 2d6 plus 1½ times the dragon’s Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon’s breath weapon).

Ectoplasmic Mastery (Su): The Ectoplasmic Dragon becomes the master of all ectoplasm.  The damage caused by Whitefire Breath and Whitefire Aura is now untyped instead of fire damage.  In addition, all ectoplasmic powers the Ectoplasmic Dragon manifests can no longer be dismissed by dismiss ectoplasm (or affected by any other power/ability that negatively targets ectoplasm).  Lastly, if any ectoplasmic power the Ectoplasmic Dragon manifests would wink out or be suppressed by an antimagic/null psionics field, the dragon can make a manifester level check opposed by the manifester/caster level check of the creator of the antimagic/null psioncs field in order to keep the ectoplasmic power active.  This check needs to be made only when the power enters the antimagic/null psionics field.

Oslecamo's Ideas / Genasi
« on: June 17, 2017, 12:07:49 AM »

HD: d8

Level BAB Fort Ref Will Special
1 +1 +0 +0 +2 Elemental Body, Elemental Heritage, Elemental Dominion

Skills Points at Each Level: (4 + Int Modifier)
Class Skills: The Genasi's class skills (and the key ability for each skill) are: Bluff, (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Move Silently (Dex), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis), Tumble (Dex).

Proficiencies: Genasi are proficient with simple and martial weapons and light armor.

Genasi Class Features:

Elemental Body (Ex): Genasi lose all other racial bonuses and become Outsiders gaining all racial traits of that type (primarily Darkvision 60 feet), also gaining the Native subtype.  They are Medium sized with a base speed of 30 feet.

Elemental Heritage (Ex): A genasi is either an Air Genasi, Earth Genasi, Fire Genasi, or Water Genasi and once chosen its elemental heritage cannot be changed.  When a heritage is chosen, gain all benefits listed for it.  Each heritage also has an associated saving throw that increases to the Good Progression to match their Will save.

In addition, a genasi gains +1 on all saving throws against spells/effects with the chosen heritgate (Air, Earth, Fire, Water).  This bonus increases by +1 per 5 HD.

(click to show/hide)

Elemental Dominion (Sp): Genasi gain a number of Elemental Points equal to 1 point / HD.  These points can be used to cast spells from the Cleric domain associated with their Elemental Heritage (Air, Earth, Fire, Water).  The genasi can choose any spell from that domain and spend a number of points equal to (2 * spell level) - 1 to cast it as a spell-like ability (the genasi cannot spend more points than it has remaining).  Elemental points refresh at the beginning of each day.

Oslecamo's Ideas / Sanctified Creature
« on: June 17, 2017, 12:03:56 AM »
Sanctified Creature

Sanctified Creature Prerequisites:
To become a Sanctified Creature, the character must meet the following requirements:
- Must have a good alignment.
- Must be a creature with the evil subtype or a creature that is traditionally evil (such as any of the Chromatic Dragons).
- If the creature's alignment ever moves back to evil they lose all benefits of this class.

HD: d8

Level BAB Fort Ref Will Special
1 +0 +0 +2 +1 Sanctified Body, Sanctified Powers, Aura of Menace

Skills Points at Each Level: (4 + Int Modifier)
Class Skills: The Sanctified Creature's class skills (and the key ability for each skill) are: Diplomacy (Cha), Intimidate (Cha), Listen (Wis), Knowledge (Arcana) (Int), Knowledge (The Planes) (Int), Knowledge (Religion) (Int), Perform (Cha), Sense Motive (Wis), Spellcraft (Int), Spot (Wis).

Proficiencies: A sanctified creature gains no new proficiencies.

Sanctified Creature Class Features:

Sanctified Body (Ex): Unlike other monster classes, the sanctified creature doesn't lose its racial ability modifiers.  However, it does lose the Evil subtype if it had it and gains the Good subtype.  If it had DR/Good it is replaced with DR/Evil.  Any natural weapons it possess now bypass damage reduction as Good weapons.  In addition, it loses any of the following subtypes if it had them: baatezu (devil), tanar'ri (demon), and yugoloth.

Lastly, if the sanctified creature has levels in the Fiendish or Half-Fiendish classes they are retrained to Celestial or Half-Celestial respectively.

Sanctified Powers: The sanctified creature's spell-like abilities undergo a change.  Any SLAs with the [Evil] descriptor are replaced with the corresponding SLA with the [Good] descriptor.  Example: Replace Protection from Good with Protection from Evil, replace Blasphemy with Holy Word.  Any spell-like abilities with the [Evil] descriptor that don't have a corresponding [Good] spell are lost without replacement.  If the sanctified creature has spellcasting abilities (sorcerer, cleric, etc), they lose the ability to learn and cast [Evil] spells and replace any [Evil] spells known with [Good] spells of the same level (if there are not enough spells with the [Good] descriptor available to learn the sanctified creature can choose spells without the [Good] descriptor to learn, but the replacement spells must still be of the same level.)

In addition, any racial abilities that worked against or granted bonuses versus good creatures are now changed to work against or grant bonuses versus evil creatures.

Lastly, the sanctified creature gains the following abilities.
 - Light Ray (Su): Once per round as a standard action, the sanctified creature can fire a ray of light from its eyes or hand. The ray is treated as a ranged touch attack and has a maximum range of 60 feet. Against evil creatures, the ray deals 1d6 points of damage per HD. The light has no harmful effect on non-evil creatures.
 - Magic Circle against Evil (Su): A magic circle against evil effect always surrounds the sanctified creature, as the Magic Circle Against Evil spell (caster level equals HD).
 - Tongues (Su): A sanctified creature can speak with any creature that has a language, as though using a tongues spell (caster level equals HD). This ability is always active.

Aura of Menace (Su):  Any hostile creature within a 20-foot radius of the sanctified creature must make a Will save (DC 10 + 1/2 HD + Cha mod) to resist its effects. Those who fail take a -2 penalty on attacks, AC, and saves for one day or until they successfully hit the sanctified creature that generated the aura. A creature that has resisted or broken the effect cannot be affected again by that sanctified creature's aura for one day

Oslecamo's Ideas / Ice Beast, Awakened
« on: June 16, 2017, 11:58:45 PM »
Ice Beast, Awakened

Ice Beast Prerequisites:
-Must be a corporeal living creature with 10+Con that does not have the fire subtype

HD: d10

Level BAB Fort Ref Will Special
1 +0 +0 +0 +0 Ice Body, Frozen Faculty, Ice Power
2 +1 +0 +0 +0 Ice Power, Rime Coating
3 +2 +1 +1 +1 Ice Power, Ice Power
4 +3 +1 +1 +1 Ice Power, Ice Power
5 +3 +1 +1 +1 Ice Power, Ice Mastery
6 +4 +2 +2 +2 Ice Power, Ice Power
7 +5 +2 +2 +2 Ice Power, Ice Power
8 +6 +2 +2 +2 Ice Power, Ice Power
9 +6 +3 +3 +3 Ice Power, Ice Power
10 +7 +3 +3 +3 Ice Power, Arctic Abomination

Skill Points: (2 + Int Modifier)
Class Skills: None

Proficiencies: The ice beast doesn't gain any new proficiencies.

Class Features:

Ice Body (Ex): An ice beast creature's type becomes construct, gaining the following traits.
(click to show/hide)
It also gains a natural armor bonus to AC equal to its Wis mod (if positive). If it already had better natural armor, increase it by 1 instead.
In addition, it gains +1 HP per HD at 5 HD. This bonus increases to +2 at 10 HD, +3 at 15 HD, and +4 at 20 HD.
Finally, the ice beast gains the cold subtype but because it is now made of ice the maneuverability of any flight speed it currently has or gains in the future is reduced by one..

Frozen Faculty: The ice beast has become infused with ice to its very core, and gains an inherent power choosing either mental or physical.

(click to show/hide)

(click to show/hide)

Ice Power: At each level of Ice Beast, it can pick one or more of the following options. Each option can only be chosen once, and any requirements must be met before the Ice Power can be chosen.
(click to show/hide)

Rime Coating (Su): The ice beast gains DR/magic equal to 1/2 its HD.
If it already had DR of other kind, it now demands magic to bypass. If it already demanded magic to bypass increase it by 2.
The ice beast's natural weapons now also count as magic for bypassing DR.

Ice Mastery (Su): The ice beast becomes one with the cold.  Any time it would take cold damage, it now heals half of the damage that would have been dealt.  In addition, the ice beast starts to be able to damage creatures resistant or even immune to cold.  Against creatures resistant to cold, cold resistance is reduced by twice ice beast level.  Creatures immune to cold still take cold damage up to twice ice beast level (damage must still be rolled normally).

Arctic Abomination (Su):  Any time the ice beast would take cold damage it now fully heals all damage that it would have taken.  In addition, the ice beast is better able to damage creatures resistant or even immune to cold.  Against creatures resistant to cold, cold resistance is reduced by three times HD.  Creatures immune to cold still take cold damage up to three times HD (damage must still be rolled normally).

New Feat

Extra Ice Power
Prerequisites: Must have at least one Ice Power.
Benefit: Pick one Ice Power that you qualify for. You gain it.
Special: You may take this feat multiple times, each time choosing a new Ice Power that you qualify for.

Oslecamo's Ideas / Chitine
« on: June 16, 2017, 11:41:51 PM »

HD: d8

Level BAB Fort Ref Will Special
1 +1 +0 +2 +2 Chitine Body, Hooked Hands, Sunlight Sensitivity, Webbing, +2 Dex

Skills Points at Each Level: (2 + Int Modifier)
Class Skills: The Chitine's class skills (and the key ability for each skill) are: Balance (Dex), Climb (Str), Craft (Int), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Spot (Wis).

Proficiencies: The Chitine gains proficiency with: all Simple and Martial Weapons, Light armor, and Shields (but not Tower Shields).

Chitine Class Features:

Chitine Body (Ex): Chitine lose all other racial bonuses and become Monstrous Humanoids gaining all racial traits of that type (primarily Darkvision 60 feet).  They are Small sized with a base speed of 30 feet and a climb speed of 20 feet.  In addition, chitine have four arms that are all capable of fine manipulation although the chitine can only wield three weapons at a time.

Hooked Palms (Ex):  Chitine have small hooks in their palms that grant them a +4 on rolls to resist being disarmed. In addition, chitine gain a +4 bonus to all grapple checks.

Sunlight Sensitivity (Ex): In sunlight of bright magical light (such as the daylight spell) chitine suffer the dazzled condition.

Webbing (Ex): Once per HD per day the chitine can create produce webbing to create items with.  This process takes one hour and the chitine can create any one of the following items: any light armor not normally made of metal, Dagger, Punching Dagger, Spiked Gauntlet, Dart, or a Javelin.  These items are all of normal non-masterwork quality and  disintegrate after 24 hours unless an hour is spent coating them with an oil secreted by a chitine's skin.  It takes one hour to coat all weapons and armor created by this ability.

In addition, the chitine can use webbing in trap creation.  If a use of Webbing is expended while crafting a trap using the Craft (Trapmaking) skill then crafting time is calculated per day, not per week (a use must be expended each day, otherwise revert entirely to the normal crafting rules).  In addition, calculate the amount crated per day in gold pieces, not silver pieces, and no money is spent on raw materials.

However, when crafting traps this way the following restrictions apply: only mechanical traps can be created and they cannot involve poison, mold, or weapons that cannot be created with the Webbing ability (daggers can be turned into spikes).  In addition, traps cannot be created that are integrated into an existing structure with the exception of pit traps.  Lastly, webbing can only be integrated into a trap with a CR of 1/2 HD (minimum 1).  Due to their complexity, traps created with webbing have to be maintained separately, each trap takes a separate hour to keep from disintegrating.

Ability Increase (Ex): Chitine gain a +2 to Dexterity.

Oslecamo's Ideas / Feral Gargun
« on: June 16, 2017, 11:39:12 PM »
Feral Gargun

HD: d8

Level BAB Fort Ref Will Special
1 +1 +2 +0 +0 Gargun Body, Feral Athlete, +1 Str, +1 Con
2 +2 +3 +0 +0 Mountain Adaptation, Rend, +1 Str, +1 Con
3 +3 +3 +1 +1 Mountain Hunter, Mountain Movement, +1 Str, +1 Con
4 +4 +4 +1 +1 Feral Tactics, Pounce, +1 Str, +1 Con

Skills Points at Each Level: (2 + Int Modifier)
Class Skills: The Feral Gargun's class skills (and the key ability for each skill) are: Climb (Str), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), and Survival (Wis).

Proficiencies: The Feral Gargun gains proficiency with: all Simple Weapons.

Feral Gargun Class Features:

Gargun Body (Ex): Feral gargun lose all other racial bonuses and become Monstrous Humanoids gaining all racial traits of that type (primarily Darkvision 60 feet).  They are Medium sized with a base speed of 30 feet and a natural armor bonus equal to their Con modifier.  In addition, for all effects related to race a feral gargun is considered a goliath.

Feral Athlete (Ex): The Feral Gagun gains Powerful Build and has two natural claw attacks, each dealing 1d6 damage.

Ability Increase (Ex): Feral gargun gain +1 Str and +1 Con at each level for a total of +4 Str, +4 Con.

Mountain Adaptation (Ex):  Feral gargun gain cold resistance equal to their total hit dice.  In addition, Feral gargun are automatically acclimated to life at high altitude. They don't take the penalties for altitude described in the Mountain Travel section on page 90 of the Dungeon Master's Guide. Unlike other denizens of the mountains, feral gargun don't lose their acclimation to high altitude even if they spend a long time at a lower elevation.

Rend (Ex):  If a feral gargun hits an enemy with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals additional damage equal to twice base claw damage plus 1.5 times the strength modifier (base 2d6 + 1.5 Str mod).

Mountain Hunter (Ex): Feral gargun can execute a charge by simply dropping from a height of at least 5 feet above their opponent, this takes the same action as a normal charge.  (For example, a ledge 10 feet above the floor of a cavern would suffice for jumping on a Medium-sized creature, while a ledge 15 feet high is required for a jumping on a Large creature.) They can't charge from more than 30 feet above their opponent, nor can they use this ability while under the influence of a fly or levitate spell or effect (or similar) as they have to hurl themselves down on their foe.

If they hit they can choose either to deal double damage with their claw attacks, or to attempt a grapple. The feral gargun is treated as one size category larger than normal if they try to grapple their opponent (this stacks with the powerful build trait but only applies for the initial grapple attempt).  If the grapple is successful the opponent starts the grapple pinned.

If the attack hits (or grapple is successful) the feral gargun takes no falling damage.  Otherwise they are entitled to a Jump check (DC 15) to take less damage, as if they had fallen 10 feet less than they actually did. If they fail this Jump check, they fall prone 5 feet from their opponent.

Mountain Movement (Ex): Feral gargun can make standing long jumps and high jumps as if they were running long jumps and high jumps. Furthermore, a feral gargun can engage in accelerated climbing (climbing half his speed as a move action) without taking the -5 penalty on the Climb check.

Feral Tactics (Ex): The feral gargun can make a jump check as part of a charge, this is a part of the same action as the charge itself.  The jump check roll must be high enough to allow jumping for the entire distance of the charge, and can be made from a maximum for 30 feet away from the target.  If the jump check is successful, treat the charge as if it had been made using the Mountain Hunter ability in all ways (except that the jump is performed horizontally instead of vertically).

Pounce (Ex): A feral gargun can make a full attack action at the end of a charge  If using the Mountain Hunter ability (or related Feral Tactics ability), the extra damage applies to all qualifying attacks made during the full attack.

Oslecamo's Ideas / Marruspawn
« on: June 16, 2017, 11:09:56 PM »
The Marruspawn consist of the Marrulurk, Marrusault, Marrutact, Marruspawn Abomination, and Zymes (items).


HD: d8

Level BAB Fort Ref Will Special
1 +0 +0 +2 +0 Marrulurk Body, Keen Ears, Sneak Attack +1d6
2 +1 +0 +3 +0 Desert Adaptation, Nauseating Howl, +1 Dex
3 +2 +1 +3 +1 Discriminating Hearing, Sneak Attack +2d6
4 +3 +1 +4 +1 Poison Use, Death Attack, +1 Dex

Skills Points at Each Level: (8 + Int Modifier)
Class Skills: The Marrulurk’s class skills (and the key ability for each skill) are: Appraise (Int), Balance (Dex), Climb (Str), Concentration (Con), Craft (any) (wis), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Heal (wis), Hide (dex), Intimidate (Cha), Jump (Str), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (Local) (Int), Listen (Wis), Move silently (Dex), Open Lock (Dex), Search (Int), Spot (Wis), Survival (Wis), Use Rope (Dex), Use Magic Device (Cha)

Proficiencies: The Marrulurk gains proficiency with: all Simple Weapons and Light Armor.

Marrulurk Class Features:

Marrulurk Body (Ex): Marrulurks lose all other racial bonuses and become Monstrous Humanoids gaining all racial traits of that type (Darkvision 60 feet), and they also gain the Marruspawn subtype.  In addition they gain Low-Light Vision.  They are Small sized with a base speed of 20 feet.

Ability Increase (Ex): Marrulurks gain +1 Dex at second and fourth level.

Keen Ears (Ex): Marrulurks gain a bonus to all Listen checks equal to half their HD.

Sneak attack (Ex): As the rogue ability, increases as shown in the table.

Desert Adaptation (Ex): At second level Marrulurks gain Fire Resistance equal to half their HD and Resistance to Dessication damage equal to their HD.  In addition, a Marrulurk also takes no nonlethal or lethal damage from failing Constitution checks to avoid becoming dehydrated, although it might still become fatigued if it fails a check.  If a Marrulurk ever becomes dehydrated, whether due to natural causes or another effect (such as a spell), it needs to drink only a mouthful of water to lose that condition.  A Marrulurk also requires only half as much water in a day as is normally required for a creature of its size.

Nauseating Howl (Su): Once per encounter, a second level Marrulurk can let loose a nauseating howl in a 10-foot cone as a swift action.  This howl is subsonic and only audible to creatures with the Discriminating Hearing ability.  All creatures in the area without the Marruspawn subtype must succeed a Fortitude save (DC = 10 + 1/2 HD + Cha mod) or be Nauseated for one round or Sickened for one round on a successful save.  When the Marrulurk reaches 10 HD, even creatures normally immune to this effect must make a saving throw but they gain a +5 bonus on their save.

Discriminating Hearing (Ex): A third level Marrulurk's hearing is so sensitive that it can sense the presence of most creatures merely by the sound of their breathing, their heartbeat, or their movement if they are withing 30 feet.  When a Marrulurk detects a noise, the exact location of the source is not revealed - only its presence somewhere within range.  A Marrulurk can take a move action to note the direction of the sound.  Whenever a Marrulurk comes within 5 feet of the source, it can pinpoint the sound's location.  Undead, constructs, and other creatures that have no metabolism are not subject to being detected by discriminating hearing unless they move, they are detectable by the sound they make while moving through the air or shuffling along the ground.  Only incorporeal creatures are completely undetectable, unless they wish to be detected.

Poison Use (Ex): As the Assassin class ability.

Death Attack (Ex): As the Assassin class ability.  To calculate the save DC, Marrulurk's add their full Marrulurk HD + HD from all other classes that grant the Death Attack ability + 1/2 HD from all other sources.  If the Marrulurk uses its Death Attack on a target currently effected by its Nauseating Howl the DC increases by +2.  When the Marrulurk's Death Attack save DC is calculated using an effective 10 HD, even creatures normally immune to this effect must make a saving throw but they gain a +5 bonus on their save.

Oslecamo's Ideas / Werebadger
« on: June 16, 2017, 11:03:26 PM »

Werebadger Prerequisites
To become a Werebadger the character must meet the following requirements:

Race: Any humanoid or giant.
Special: Must have been injured by the natural attack of another Werebadger.

HD: d8

Level BAB Fort Ref Will Special
1 +1 +2 +2 +0 Were Form (Badger), Badger empathy, Lunar body, Badger Build
2 +2 +3 +3 +0 Were Form (Hybrid), Lunar hide
3 +3 +3 +3 +1 +1 Con, Growth, Badger's Den
4 +4 +4 +4 +1 Curse of Lycanthropy, Berserk Rage

Skills Points at Each Level: (2 + Int Modifier)
Class Skills: The Werebadger’s class skills (and the key ability for each skill) are Balance (Dex), Escape Artist (Dex), Listen (Wis), Spot (Wis), Survival (Wis).

Proficiencies: The Werebadger gains proficiency with its own natural weapons, but not with armor or shields.

Werebadger Class Features:

Lunar Body (Ex): The Werebadger retains all of its old racial modifiers and gains the (Shapechanger) subtype. It gains Low-light vision if they did not already possess it. A Werebadger gains a bonus to natural armor equal to its constitution modifier while in Were Form (See Below). While in Humanoid/Giant form the Werebadger gains a bonus to natural armor equal to half its constitution modifier.

Were Form (Su): At first level the Werebadger gains a Medium Badger Were Form. While in Badger form the Werebadger cannot use weapons or do anything requiring the use of hands, but gains two claw natural attacks that deal 1d4 damage, and a bite natural attack that deals 1d6 damage.  While in Badger form the Werebadger’s movement speeds are set to a 30 feet base land speed and it gains a 10 foot burrow speed.

At second level the Werebadger can assume a Medium Hybrid form between its Badger form and its Humanoid Form. While in Hybrid form the Werebadger gains the natural attacks of Badger form re-sized for appropriate damage, as well as the same movement speeds.  However, the Werebadger retains its abilities to manipulate objects, use weapons, and speak.

Assuming Were Form, or dismissing it, is a Full-Round Action that provokes an attack of opportunity. At 7 HD this changes to a Standard Action and at 14 HD this changes to a Move Action, at 20 HD this changes to a Swift Action.

A Werebadger can assume its Were Form 1/day/HD, and can remain transformed indefinitely.

For every level in Werebadger , or for every two in another class, the Werebadger's Were Forms improve as shown below.

Werebadger Level + 1/2 HD of other Levels Ability Improvements
+1 Constitution
+1 Constitution, +1 Dexterity
+1 Constitution, +1 Dexterity, +1 Strength
+2 Constitution, +1 Dexterity, +1 Strength
+2 Constitution, +2 Dexterity, +1 Strength
+2 Constitution, +2 Dexterity, +2 Strength
+3 Constitution, +2 Dexterity, +2 Strength
+3 Constitution, +3 Dexterity, +2 Strength
+3 Constitution, +3 Dexterity, +3 Strength
+4 Constitution, +3 Dexterity, +3 Strength
+4 Constitution, +4 Dexterity, +3 Strength
+4 Constitution, +4 Dexterity, +4 Strength

Badger Empathy (Ex): The Werebadger can communicate with Badgers, and other Badger-like Magical Beasts, regardless of form and gains a +4 bonus on Charisma based checks to influence such Animals, however the Werebadger gains no such bonus on influencing Magical Beasts.

Badger Build (Ex): Beginning at first level the Werebadger while in Badger form gains Scent and gains a bonus on all Escape Artist checks equal to half its HD. At second level the Werebadger gains the full benefits of Badger Build regardless of form.

Lunar Hide (Ex): At second level while in either Badger or Hybrid form the Werebadger gains DR/Silver equal to its HD/2.

Ability Score Increase (Ex): At third level the Werebadger gains a +1 increase to Constitution.

Growth (Su):  At third level a Werebadger’s Badger or Hybrid forms may be Medium or Large. The Werebadger chooses its size each time it assumes one of its Were Forms.

When A Werebadger changes size its natural attacks are re-sized for appropriate damage. For every size increase beyond Medium the Lycanthrope gains a +1 bonus to Natural Armor Class while in Were Form.

A Werebadger of 12 HD or more may choose to become Huge by expending two normal transformations.

A Werebadger of 16 HD or more may choose to become Gargantuan by expending three normal transformations.

A Werebadger of 20 HD or more may choose to become Colossal by expending four normal transformations.

Badger's Den (Ex): The Werebadger can now burrow through rock as well as dirt while in Were Form.  Furthermore, while burrowing they can choose whether or not to leave a usable tunnel behind them.

Berserk Rage (Ex): If the Werebadger takes damage in combat they must make a will save with DC equal to the damage taken or fly into a berserk rage on her next turn (they can choose to fail this save).  They gain +4 to Strength, +4 to Constitution, -2 to Armor Class, and Immunity to Fear effercts for a number of rounds equal to 3 + their improved Con mod, after which they're fatigued for the duration of the encounter. The Werebadger cannot end its rage voluntarily.  A Werebadger can rage once per hour for every 4 HD it has, and Berserk Rage cannot be used while fatigued. Berserk Rage stacks with rage from other classes, and counts as a rage ability for all purposes including prerequisites.

Curse of Lycanthropy (Su): At fourth level the Werebadger can transmit Lycanthropy to other creatures. If a Humanoid or Giant of Medium or Large size is hit by the Werebadger’s natural attacks while it is in either Were Form, the struck creature must make a fortitude save (DC 10+1/2 the Werebadger’s HD+ Constitution modifier) or contract Lycanthropy. For more information on Lycanthropy, check the Lycanthrope entry in the monster manual.

This is a discussion thread for the Consolidated Lycanthropy Guide which can be found here.

I'm working on it!

Resources & Handbooks / The Consolidated Lycanthropy Guide
« on: June 16, 2017, 04:52:40 PM »

Lycanthropes are a pet passion of mine, even if they are usually not optimal.  I even made a Werebadger class for Oslecamo's monster class project.   While this guide is aimed more at PCs than NPCs (I look at things from an ECL standpoint, not a CR standpoint), this guide will be useful for anyone who wants to make a Lycanthrope regardless of what it is being used for.

If you've got some feedback, or questions, please let me know in the Discussion Thread.

 - Port over the best forms guide that 123blah made since he disappeared awhile ago.
 - Another resource to dig through.

Lycanthropy Basics

Lycanthropy Templates
There are three basic templates.
 1) The main Lycanthropy template, found in the SRD.  Turn into an animal or a hybrid, get some nifty bonuses.
 2) The Entomanothropy template, turn into a vermin instead of an animal
 3) The Blacktooth Lycanthropy template from Dragon 129, turn into an animal and get shitty bonuses for an outrageous LA.  Honestly I don't even think it is worth it for NPCs.

Things to Remember when making a Lycanthrope
Picking a base animal: The hit dice of the animal chosen are added to your hit dice total, that means that your ECL is equal to racial ECL + LA from the template + animal hit dice.  Minimizing animal hit dice is a plus, they have Cleric BAB and 2+Int skill points per level.  In addition, animal hit dice are NEVER your first hit dice.  This means that you can't replace them with a class level.

Also remember that when in animal/hybrid form you gain ability score adjustments based on the animal's ability scores.  The thing to remember is that ability scores are rarely as useful as character levels.  You also get the animal's feats as bonus feats.  Keep this in mind when picking an animal, bonus feats you'll actually use are the goal.  (Some people think that you have to take all feats of the animal as listed on the statblock.  I disagree, Dungeonscape shows that monster feat choices are not set in stone.  However, Bonus Feats obviously cannot be changed.)

Lastly, as of the MM errata: "A creature cannot use alternate form to take the form of a creature with a template."  So goodbye templated base animals.

Hybrid Form: Remember that by default hybrid form DOES NOT gain any of the special attacks from the base animal, and most of your combat will be in hybrid form so that you can keep your gear.  It does keep the base creature's special attacks however. In addition, the base lycanthropy template grants two claw and one bite attacks as natural attacks, regardless of what natural attacks are available to the animal form.  However, the hybrid form retains all the special qualities of both the base creature and the base animal.  Regeneration is a big one that comes to mind.

Also, hybrid form has the movement speeds of the base creature, and DOES NOT GAIN THE MOVEMENT SPEEDS OF THE BASE ANIMAL. Even if the animal can fly (which a lycanthrope can do as well in animal form), the hybrid form cannot fly.

Alternate Form Rules: The Alternate Form rules state that as long as the form you're turning into can wear/carry your gear, that gear changes size to match that of your new form.  This means that your hybrid form can keep using all your gear regardless of its size.

They also state: "The creature loses the natural weapons, natural armor, and movement modes of its original form, as well as any extraordinary special attacks of its original form not derived from class levels (such as the barbarian's rage class feature)."  The natural armor isn't a problem since the Lycanthropy template specifically overrides that, but the extraordinary special attacks section is something to remember.

Lastly: "Apply any changed physical ability score modifiers in all appropriate areas with one exception: the creature retains the hit points of its original form despite any change to its Constitution." On the plus, less math.  On the minus, less hp for the high con animals.

Resource & Handbook Submission / X Stat to Y Bonus Discussion Thread
« on: June 16, 2017, 04:47:44 PM »
This is a discussion thread for the X Stat to Y Bonus guide which can be found here.

The guide is still being formatted on my computer before I start posting it.

Board Discussion / Organization Question
« on: June 16, 2017, 03:23:14 PM »
I've got some random threads that are important to me, my builds thread, my signature thread, my character sheets (which deserve their own thread), probably some other random junk.  Given that none of this is edition specific, should it all be shoved in General Discussion or is there a different planned organization structure for that kind of thing that I should hold off until its implemented?

Resources & Handbooks / X Stat to Y Bonus
« on: June 14, 2017, 09:53:09 PM »
This is a guide for people who don't like being MAD (Multiple Attribute Dependent) and what to get as much bang for their buck as possible from as few stats as possible.  Every system represented in this thread gets its own post, and if you feel that a system should be represented that is not please let me know and we can work that out.

If you have any additions/corrections/suggestions, please post them in the discussion thread.

3.5 X Stat to Y Bonus

Note: There might be limitations to the bonus or other effects besides what is listed, please directly check the source of any listing before trying to apply a bonus to your character.

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