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Alignment?
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Uncle Kitty's General Weirdness / Re: Templates
« Last post by bhu on June 30, 2017, 01:30:20 AM »
D20 Modern Race Template

(click to show/hide)
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I just lost a long post on the nature of the campaign. To summarize...

Specific D&D world?
Realism vs Fantasy? Survival, food, water, encumbrance...
Ark vs WoW?
Animal handling and pets?
Diplomacy? and demons?
Subduing vs killing?
Endurance untrained?
.5 rank skills trained?
Character death?
Down time?
Other relevant issues?

Thanks.

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I think Sirpercival is going for scaleshaper now instead of astronomer. Scaleshaper is basically all about turning into a dragon and summoning a dragon and dragon stuff.

Naturalist as druid-based warlock is the same impression I got. Most of the invocations are straight druid spells. The topiaries and natural essences are basically warlock blast shapes and blast essences.

Don't worry too much about trapfinding. There aren't many traps in this module. If I remember correctly, there's only one or two traps before you'll hit 2nd level anyways.

To quote the original post: "No flaws. If you really need them for your build, we can renegotiate." Fill me in on why you really need flaws for your build. Maybe we can work something out. Most of the time I've seen flaws get used, they're just a cheap way to give a character a pair of bonus feats for moar powarz! That's basically what I'm trying to avoid.
Edit: At the same time, I recognize that they can be really useful for filling out a concept that just can't be done with the limited feats at 1st level.
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Oslecamo's Ideas / Re: Touhou Battle Grimoire General Discussion
« Last post by oslecamo on June 30, 2017, 12:16:59 AM »
I'm willing to hear you out. :)
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Besides healing and trapfinding (which I can't do until level 2 anyway so if we need that tell mister Commander), are there any other things that we are missing as a group?

I don't even understand what the Astronomer does and the Naturalist seems to be nature-y warlock type unless I'm missing something (which is probable).


Edit: Urgh, I forgot that precise shot is the second feat down the chain.  I need two flaws.  :P
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Oslecamo's Ideas / Re: Touhou Battle Grimoire General Discussion
« Last post by Wiseman on June 29, 2017, 11:36:35 PM »
Hello! I've been reading your stuff for a while and was looking though some discussion on the old site a while back. Would you accept any suggestions or advice? I have some ideas I think you might like.
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Oslecamo's Ideas / Re: Oslecamo's Improved Monster Classes General Discussion
« Last post by bhu on June 29, 2017, 11:30:29 PM »
Done, will format shortly
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Oslecamo's Ideas / Re: Oslecamo's Improved Monster classes extra material.
« Last post by bhu on June 29, 2017, 11:29:47 PM »
Originally by Ariasderros

Altered Eldritch Source [Monstrous]
Prerequisite: Ability to use Spell-Like or Supernatural Abilities that allow Saves with a DC based on Charisma.
Benefit: Choose a mental ability score other than Charisma (Intelligence or Wisdom). From now on, any Spell-Like and Supernatural Abilities gained from race or monstrous class levels (or feats that demand levels or specific abilities gained from a monstrous class) are now based on this score, instead of Charisma.
The choice of which ability score to use is made when this feat is taken, and cannot be changed later.
Special: If you have an ability that would provide a boost to a score, and the ability precludes granting a benefit to Charisma, then the ability score chosen for this feat and Charisma are both ineligible to be boosted.
Example: A character with both levels of Monster of Legend, who has chosen the Saga ability of "Sweet Poison" decides to take this feat and have his Spell-Like and Supernatural Abilities based off of Intelligence. This causes the DC against the poison to be 10+1/2 HD+Int mod. However, the boost to an ability score allowed from draining essence with this poison can now not be used to boost either Charisma or Intelligence.


Malformed Body [Monstrous]
Prerequisite: 1st level OR Monster Hybrid feat, upon taking the first level of a monster class, or before taking levels of a monster class.
In either case, you must choose the monster class this feat is applied to.
Benefit: Choose two physical ability scores (Strength, Dexterity, Constitution). Whenever either of the two would be boosted by your monstrous class progression in the class you have taken this feat for, instead the other ability score is boosted.
Creatures that have their ability score progression altered significantly by this look quite different from their normal 'cousins' in appropriate ways.
Example: Wanting a Tarrasque that is much more defensive, one player decides to take this feat swapping Str and Dex, thus causing all of the Str boosts to go towards Dex, and all of the (non-existent) Dex boosts to go to Str. The Tarrasque produced by this gains a vast amount of Dexterity, but is much weaker than its Strength-based cousins, and looks much less bulky, and almost serpentine and lithe. Another player wants to play an Air Drake that is a bit tougher, and swaps Dex for Con, making an Air Drake that looks like it is a little more clunky in the air, but its bulk lets it take a blow better.


Malformed Mind [Monstrous]
Prerequisite: 1st level OR Monster Hybrid feat, upon taking the first level of a monster class, or before taking levels of a monster class.
In either case, you must choose the monster class this feat is applied to.
Benefit: Choose two Mental ability scores (Intelligence, Wisdom, Charisma). Whenever either of the two would be boosted by your monstrous class progression in the class you have taken this feat for, instead the other ability score is boosted.


Tough Shot [Monstrous]
Prerequisite: Attack that requires a ranged attack roll or a ranged touch attack roll gained from race.
Benefit: Chose your Strength or your Constitution and one attack that requires a ranged attack roll or a ranged touch attack roll gained from race you posses. From now on, you use the stat you chose instead of your Dexterity for your attack rolls with that attack. These choices are made when the feat is taken and cannot be changed later.
Special: If there were other factors of the ranged attack that you chose based on your ability scores (such as range), then you may have all of the ability score based factors based on the stat chosen with this feat. You must choose whether you will be using this replacement when you take this feat, and cannot be changed thereafter.
Example: a Naga with the Protector path would normally use BAB + Dex when using its Spit Poison ability, but when taking this feat the player chooses to have the attack based on Constitution (for synergy with the poison's DC :cool ). This feat could not change the range of the ability, because that is based off of Hit Dice, not an ability score. Additionally, this feat could not be used to change the DC of the poison to Strength based, because its poison and Poison Spit are separate abilities.
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Oslecamo's Ideas / Re: Oslecamo's Improved Monster classes extra material.
« Last post by bhu on June 29, 2017, 11:27:25 PM »
Originally by Estradus

Sinister Breath [Monstrous]
Your breath can transmit poisons and diseases.
Prerequisites: A damaging breath weapon and a poison or disease that can be transmited via bite or spit
Effect: When using a breath weapon which deals damage, you may breath a poison or disease you can transmit by bite into the weapon. Anyone who fails their save against the breath must save against the poison, if they succeed their save against the breath they are uneffected. When using this feat, add one round to the number of rounds you must wait before using your breath weapon again.
Special: You can take this feat if you can gain these abilities by other then natural means; a tooth alchemical capsule filled with poison, or manifesting breath of the black dragon, or similar events work just fine.
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