Roleplaying in the Nippon-Ichi verse

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Koumei
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Post by Koumei »

Not even Disgaea tends to get that bad. That shit is reserved for Sigil Prep (see: D&D in School). They are established adventurers in this, not students.

Anyway. I have started putting it into a Word document. Basically I'll show the first page (blurb/premise, character creation info), then hand over the stuff on races if they're interested, then the thing with the brief info on classes. And once they commit, I will then hand the rest, which has the assorted misc. stuff like minions and pistols, so they don't get overwhelmed and at the same time they see that I put planning into this.

I included, in the write-ups for the classes, the "What N1 things this covers". Just listing them for each class, not using a chart. It's worth noting that Frank's chart lists Marionettes as being Samurai. This is a mistake. They're Jesters.

Anyway, I then thought I'd add a handy reference guide for the relevant characters from the N1 games I've played. This look accurate?

Laharl: Samurai/Overlord
Etna: Assassin with the Beauty Queen Prestige Class
Flonne: White Mage (or possibly a Totemist in Makai Kingdom)
Mid-boss: Monk
Priere: Monk
Alouette: White Mage (arguably also a Pokemaster)
Culotte: Jester
Croix: Assassin
Lord Zetta: book/Summoner/Pokemaster
Ass-hat: Green Mage
Marona: Pokemaster
Adell: Monk
Rozalin: Assassin
True Lord Genon: Overlord/Star Mage
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Post by Koumei »

So, Prestige Classes. Aside from those already listed out, should I simply approach that on a "Burn that bridge down when I get to it" basis, or would it be a good idea to skim through for a list that particularly fit? For instance, there might be some Ninja-themed one that really suits the Ninja (given the Kunnoichi have one of each status-inducing spell), and I'm sure there are good Archer PrCls, and Iron Kingdoms might have something shooty.
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Post by Username17 »

Koumei wrote:So, Prestige Classes. Aside from those already listed out, should I simply approach that on a "Burn that bridge down when I get to it" basis, or would it be a good idea to skim through for a list that particularly fit? For instance, there might be some Ninja-themed one that really suits the Ninja (given the Kunnoichi have one of each status-inducing spell), and I'm sure there are good Archer PrCls, and Iron Kingdoms might have something shooty.
Iron Kingdoms archers are, like everything in Iron Kingdoms that isn't a mech pilot, shit. Iron Heroes archers, like everything in Iron Heroes, are simultaneously incredibly fiddly with a lot of tokens and not that good.

The Nippon Ichi Verse straight has Prestige Classes in it. And converting them to D&D is plausible. Prism Mage, Galactic Hero, and so on. But really, PrCs are a shitty investment in time. There is more than one of them per character class that you could conceivably want, but players only go to one of them at a time. Writing them up on an individual player basis is the only thing that makes sense for a single game.

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Post by Koumei »

Fair enough, so I suppose I can say this is actually complete, and get to work on the pretty pictures and shit.
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Post by TavishArtair »

While Frank's comment makes sense, I would write up what most of the prestige classes you have in mind are with a 1-2 sentence description so that when someone wants to take one they could have a starting point to ask around, while still not locking yourself down enough, so that if you want you can retool the prestige class design however you want, or just make a new one for someone.

Really, a lot of people would look in Complete Warrior and stop at "I turn into a bear!" warrior just on the description alone.
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Post by Username17 »

TavishArtair wrote:While Frank's comment makes sense, I would write up what most of the prestige classes you have in mind are with a 1-2 sentence description so that when someone wants to take one they could have a starting point to ask around, while still not locking yourself down enough, so that if you want you can retool the prestige class design however you want, or just make a new one for someone.

Really, a lot of people would look in Complete Warrior and stop at "I turn into a bear!" warrior just on the description alone.
That is a really good point.
  • Valkyrie: Fly around and totally stab people. Singing optional.
  • Prism Mage: Use the powers of Fire, Ice, and Wind.
  • Cupid: Shoot people with the power of Love. Also arrows.
  • Shadow Master: A shadowy killer who manipulates shadows and kills.
  • Kensei: Stab people with a beam sword. And this isn't the beam sword.
  • Carnage Princess: Produce huge piles of bodies with a sword.
  • Beast Lord: Take Pokemastery to the level of whole rooms full of squirrels and shit.
  • Genocidaire: Kill peoples' whole families with an ax.
  • Soul Invoker: Bring the blue soul flames of your enemies into battle against them.
  • Galactic Hero: Save the day. Get a theme song.
  • Magic Knight: Use your magic on people you are stabbing in the face with a sword.
  • Lovely Idol: Cheer on allies. Chart at #3 for several weeks.
  • Orc King: Even Orcs need a King. It's good to be the King.
  • Beauty Queen: Get your way.
  • Doom Speaker: Release a dark miasma of misfortune for no good reason.
  • Mad Scientist: Make robots. Also lasers. Explodes when thrown.
  • Overlord: Get demonic powers. Beat people until money comes out.
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Post by Maxus »

Koumei did a decent Magic Knight and Beauty Queen.

Also, the Orc King sounds really cool, because you can take it in two directions: Sho'nuff or Ghazghkull Thraka.

To wit:
Sho'nuff: Am I the meanest?
Sho'nuff 's Goons: Sho'nuff!
Sho'nuff: Am I the prettiest?
Sho'nuff 's Goons: Sho'nuff!
Sho'nuff: Am I the baddest mofo low down around this town?
Sho'nuff 's Goons: Sho'nuff!
Sho'nuff: Well who am I?
Sho'nuff 's Goons: Sho'nuff!
Sho'nuff: Who am I?
Sho'nuff 's Goons: Sho'nuff!
Sho'nuff: I can't hear you...
Sho'nuff 's Goons: Sho'nuff!
or
I'm da hand of Gork and Mork, dey sent me to rouse up da boyz to crush and kill 'cos da boyz forgot what dere 'ere for. I woz one of da boyz till da godz smashed me in da 'ead an' I 'membered dat Orks is meant to conquer and make slaves of everyfing they don't kill. I'm da profit of da Waaagh an' whole worlds burn in my boot prints. On Armour-Geddem, I led da boyz through da fire deserts and smashed da humies' metal cities to scrap. I fought Yarik, old one-eye at Tarturus, an' he fought good but we smashed iz city too. I'm death to anyfing dat walks or crawls, where I go nothin' stands in my way. We crushed da stunties on Golgotha, an' we caught old one-eye when da speed freeks blew da humies' big tanks ta bits. I let 'im go 'cause good enemies iz 'ard to find, an' Orks need enemies ta fight like they need meat ta eat an' grog ta drink. I iz more cunnin' than a grot an' more killy than a dread, da boyz dat follow me can't be beat. On Pissenah we jumped da marine-boyz an' our bosspoles was covered in da helmets we took from da dead 'uns. We burned dere port an' killed dere bosses an' left nothin' but ruins behind. I'm Warlord Ghazghkull Mag Uruk Thraka an' I speak wiv da word of da gods. We iz gonna stomp da 'ooniverse flat an' kill anyfing that fights back. We iz gonna do this coz' we're Orks an' we was made ta fight an' win!
— Warlord Ghazghkull Thraka, Graffiti on Warlord Battle Titan wreckage
credit to TVTropes
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Username17 »

You can also throw in as many spellcaster PrCs as you want. Since pretty much every high end spellcaster in he Nippon Ichi Verse is something completely fucking batshit like a "Delinquent" or a "Fallen Angel" or a "Main Character?" or something, you can really go apeshit there. Show people some stuff like Stranger With The Burning Eyes and Uttercold Assault Necromancer and tell them that they are allowed to be something at least as out-there as one of those.

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Post by Koumei »

That's a really good idea. List shit, show people crazy examples (which also serves to pimp out the Tomes even more) and then make them up as needed, even to the point of Elothar, Half-Elf Warrior of Bladereach.

"So, you're looking for a PrCl that matches your Monk/Fire Mage abilities and describe yourself as a Dastardly Cosmic Vandal, due to destroying all those planets and geo-panels and being a felon? Funny you should mention that, I think there's a Monk/Fire Mage prestige class called Dastardly Cosmic Vandal. Or there will be in half an hour."
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Post by Koumei »

Okay, so the Dark Assembly obviously consists of a variety of individuals who have their own goals as well as party politics. I intend on making a sort of DM screen - several, actually, for different mixed groups of senators who show up. Basically they will fold like an L, with the bottom bit readable to me (with their stats, favourite bribes and notes such as "Likes the party so far" or "They killed him once") and the upward bit closest to the players, just with pictures and names.

Some of these will be higher level than the PCs start at - most, in fact. But they won't level up, so eventually the players might decide to "dissolve the senate". And that's okay.

However, in the meantime, what should the DCs be for the skill checks to influence?
[*]Use the Influencing NPCs chart with static DCs
[*]Treat them all like the in-combat skill usage with an opposed level check
[*]Opposed skill (Diplomacy vs Diplomacy, Knowledge vs Knowledge, Intimidate/Bluff vs Sense Motive)
[*]Similar to above, but a flat DC of 10 + HD + Wis

---

Also, I'm thinking "A minor magic item each (see Book of Gears stuff or talk to me if you think of something suitable), any amount of mundane crap that sounds reasonable, and 32 point buy", on top of the level 3 thing for character creation. Anyone see anything here that is particularly bad/thinks there's something that's a much better idea?
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Post by Maxus »

Koumei wrote: 32 point buy
Eesh.

Use one of the stat arrays from Dungeon Crusade or something. 32 point-buy suck.

Or just do a simple add-up. Start with eighty points they can put between the six states, with a maximum of 18 before racial mods.

Even rolling up stats as a group and everyone picks the one they like best is better than point buy.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Blicero »

I totally agree with Maxus here. Point buy is much less likely to create vast disparities in character power, but it still makes for really boring characters.

Personally, I like where everybody rolls a set of six ability scores, and then the party chooses the set they as a whole want to use. That set would then be used for all the characters from that point on, even if they get added later.
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Post by Koumei »

Eh, aside from not even knowing how many players I'll have (and wanting to get characters made before the first session - which is impossible with that rolling method), at least one of the players hates the idea of any actual character creation stuff being random.

So that method is right out.

Elite array is actually pretty dinky and smaller than I like. It's the kind of thing that encourages "Right, first I pick a couple of dump stats." - and with your casting stat being 15, it means you are only barely keeping up with your minimum score to cast your spell levels at higher levels. I should point out that none of the players over there are familiar with Tome stuff, and they flat-out ignore the existence of Wish. The whole "Everyone has +5 to every ability score" thing just won't really come up unless I force it on them.

So I suppose I'll use the Assault Tier array from Dungeon Siege: 8, 10, 12, 14, 15, 16.
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Post by Ganbare Gincun »

Quick question: why do some of the Tome classes go all the way to level 20, while others stop at level 15 or even level 10? I think I missed the memo on that one...
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Post by Leress »

Ganbare Gincun wrote:Quick question: why do some of the Tome classes go all the way to level 20, while others stop at level 15 or even level 10? I think I missed the memo on that one...

Here you go.
Races of War wrote:
Base Classes

Some Base Classes are Short

Some characters can go on forever within the same milieu. A wizard can continue mastering more and more powerful magics, poring over strange and cryptic books and learning the arcane secrets of the universe without end and still be basically the same person he was when he was a bumbling apprentice whose spells dazzled and delayed onrushing orcs to buy his compatriots some time. A Monk can master more and more impressive Kung Fu indefinitely off into Epic level and still be the same unruly child from the Shaolin monastery. But some characters really can't do that. By the time a Knight hits 10th level, he's already probably riding around on a winged steed and wielding a sword made out of fire, and let's be honest – he's barely recognizable as the ogre challenging lancer from the beginning of the campaign. And that's fine, but it means that writing levels of Knight past that point is an exercise in futility. We can't really predict what your Knight will be doing at 10th level so it would be folly to pretend that there was a "normal" line of advancement for a Knight after that point. Characters need to get level appropriate abilities from 11th level on, but the D&D gameworld does not actually have any 13th level Knights in it. It has Death Knights, and Dragon Riders, and Knights of the Chalice, and Brazen Serpent Knights, and a whole bunch of other things that have Knight levels and are CR 13+, but every one of them has a Prestige Class. That's no accident, by the time you get to that point in your character's life, the direction your character is going to take should be fairly clear, and you will take a Prestige Class. That's fine, and for the short classes we encourage that sort of behavior.
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Post by Koumei »

I ended up rolling a few statlines and letting them choose. They all decided to go with 8, 13, 13, 14, 16, 16, which is a pretty sweet deal.

So we have three players, and maybe a fourth. The guaranteed ones are:
[*] Angel Jester (I'm allowing Smite to work on any old attack, so she starts off by Smite-throwing two flasks for 1d6+5 Acid plus 1d4+3 Fire +1d6 Sneak Attack). So, when she has Smites left and wins Initiative, she insta-kills an enemy on round one.
[*]Ghost Knight, who shall ride a Black Bear (he's practically incorporeal, a Medium four-legged creature is an acceptable mount) and TWF to encourage enemies to attack him rather than take (assuming weapons that do 1d6) 5d6+Str*1.5 damage and die instantly.
[*]Nekomata Samurai with a katana and a guitar, working on becoming a rock star. Quite likely to kill an enemy per turn.

So as expected, it's a hard-striking team. I am totally okay with this.

We made a custom prestige class, "Rock Idol" for the Nekomata, that will probably be taken level 8-10-ish. It's tenth level, gets a bunch of Sonic attacks and morale affecting effects, and has its own small spell list that covers party tricks (lightning and all that). Oh, and "Bad Cover", a [Sonic] effect that Sickens enemies. Also gets to make use of Swift actions and stuff.

And I made a prestige class for the Jester to go into: Divine Comedian. Gets more smite and Ranged Sneak Attack, and a few abilities that boost "chucking stuff at people" and so on.

I have decided that, at some point, they will have to face a Corrolax with 9 HD (CR 3). At this point it is a child-sized red parrot. With Colour Spray at will, but dealing shit-all damage with its talons and beak.

A red parrot.

There will be a town that begs for help. "It comes for us every night! It swoops down like an eagle and with a burst of light, it snatches our children up and away! It is... The Red Parrot of Patverick!"

Prestige Classes also get written up every time they mention something dumb that needs to exist.

"Yeah, the way it stacks you basically have a bunch of Damage Reduction slash Your Mum"
"You mentioned her in regards to which version of 3E this is. Is that an actual prestige class? It should be."
(It now is. Full ten levels, no less)

I look forward to actually starting the game once I have my own house.
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Post by Maxus »

As long as they're posted here.

I like some crazy PrCs.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Koumei »

Sure.

Divine Comedian

"So Dante walks into a pub, right, and it's a Hell-themed pub..."

Sometimes, you discover that life is a joke, and the joke is on you. Divine Comedians learn this, and go around helping lighten the mood... and punishing evildoers with laughter.

Requirements:
Race: Angel
Special: Cruel Comment class feature

Hit Dice: 1d8
Base Attack Bonus: 3/4
Good Saving Throws: Reflex
Skill Points: 6+Int
Class Skills: as Jester
Proficiencies: none gained or lost
Level:Special:Spellcasting:
1Extra Smiting+1
2+1d6 Ranged Sneak Attack, Shaggy Hound Archon-
3High Comedy (Satire)+1
4+1d6 Ranged Sneak Attack, Slapstick-
5High Comedy (Schadenfreude)+1

Spellcasting: every odd level, the Divine Comedian's spellcasting improves as though gaining a level in the Jester class. This affects spells known/spell levels accessed and spells per day as well as caster level, but not the gain of class features that alter spellcasting.

Extra Smiting: at first level, the Divine Comedian gets the ability to smite people a lot. She gains additional daily Smite attempts equal to her class level.

Ranged Sneak Attack: at levels 2 and 4, the Divine Comedian gains an extra 1d6 Sneak Attack damage when making ranged attacks.

Shaggy Hound Archon (Su): at second level, the Divine Comedian learns a great story that goes on forever and people still listen to it. At will, she may use this as a Full Round action, causing Fascination in those who fail a Will save (Charisma-based). The effect lasts for as long as she keeps spending her turn talking, and one round thereafter.

High Comedy (Satire) (Su): a third level Divine Comedian can make a cutting joke at someone's expense that is so satirical that the target might not get it. This requires a Standard action. The target must make an Intelligence check (DC 10 + Class Level + Cha) to get the joke. If they get the joke, they are affected by a Rage effect for 1d6 rounds. If they don't get the joke, they are Confused for 1d6 rounds.

Slapstick (Ex): starting at level four, a Divine Comedian bestows a -2 Dex penalty on a target hit by a Sneak Attack. This lasts for one round.

High Comedy (Schadenfreude) (Su): at fifth level, the Divine Comedian learns the cruellest of jokes. Any time she successfully uses a Smite against an enemy, the enemy is hit by any of the following abilities that they possess (including on their own weapons):
[*]Poison
[*]Disease
[*]Energy Damage
[*]Ability Damage
[*]Rending
[*]Energy Drain

Additionally they take extra damage equal to the Enhancement bonus of their weapon.
---

Straight-Edge Vegan:

"It isn't about what you do and don't take, it's about being better than you!"

Sometimes people randomly decide to forego various things, believing this makes them better than other people. Also, sometimes people watch certain nerd-culture movies.

Requirements:
Skills: Knowledge (Nature) 8 ranks
Feats: Great Fortitude
Special: no drugs, alcohol, potions, meat, eggs, milk or fun are allowed. If a Straight-Edge Vegan later breaks this requirement, they lose all Supernatural class features for one week.

Hit Dice: 1d8
BAB: Full
Saves: Good Reflex
Skill Points: 6+Int
Class Skills: whatever
Level:Special:
1Poison Immunity, Better Than You, Eschew Earth
2Evasion, Eye Beams
3Disease Immunity, Spell Resistance
4Improved Evasion, Plasma Body
5Spell Turning, Fast Healing

Poison Immunity (Su): Straight-Edge Vegans are immune to all poisons.

Better Than You (Ex): Straight-Edge Vegans are the most annoying people on the plane. As such, they take a penalty on all Charisma checks and Charisma-based skill checks equal to double their class level.

Eschew Earth (Su): Straight-Edge Vegans consider everyone to be below them, and can make it happen. The Straight-Edge Vegan can levitate 1' off the ground naturally, and also gains a Fly speed of 50' (Perfect).

Evasion (Ex): a second-level Straight-Edge Vegan gains Evasion. If he already has Evasion, this becomes Improved Evasion.

Eye Beams (Su): a second-level Straight-Edge Vegan gains Eye Beams. With a Standard action, he can make two Ranged Touch Attacks out to 30 feet, each dealing 1d6 Lightning damage per class level.

Disease Immunity (Su): a third level Straight-Edge Vegan becomes immune to diseases of all kinds, including magical ones.

Spell Resistance (Su): a third level Straight-Edge Vegan gains Spell Resistance equal to their Hit Dice + 8.

Improved Evasion (Ex): at level 4, the Straight-Edge Vegan's Evasion becomes Improved Evasion. If he already has Improved Evasion, he gains Mettle.

Plasma Body (Su): starting at level four, the Straight-Edge Vegan's body radiates plasma energy. All unarmed attacks deal additional electricity damage equal to 4d6 plus his hit dice, and anyone who strikes him with a melee weapon takes this amount as well.

Spell Turning (Su): at fifth level, anyone who fails to overcome the Spell Resistance of the Straight-Edge Vegan with a ray or a targeted spell has the spell turned back on them.

Fast Healing (Su): at fifth level, the Straight-Edge Vegan gains Fast Healing 5.
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Post by Maxus »

HAH

That was actually my favorite Scott Pilgrim fight.

I'm going to steal that one.

Edit: The Vegan rocks with a Tome monk base class.
Last edited by Maxus on Tue Aug 17, 2010 8:22 am, edited 2 times in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Koumei »

Your Mum:

"Isn't that joke getting old?"
"Your Mum is getting old!"

Almost everyone has a mother, and generally she is both the scariest thing in the world, that they least want to fight, and also the most caring and protective force in the world. Family is always worth fighting for... or against.

In the N1 world, a mother isn't even necessarily a female. Or a living creature.

Requirements:
Skills: Sense Motive 8 ranks
Special: must be someone's mother, even by adoption

Hit Dice: d8
BAB: Good
Saves: Good Will
Skill Points: 4+Int
Level:Special:
1"Your Mum", Improved Unarmed Strike (1d6)
2Scry on Kid, Dedicated Weapon
3Power Word: Middle Name, Improved Unarmed Strike (2d6)
4Call Kid, Aura of Fear, MightyWallop
5Cookies, Improved Unarmed Strike (3d6), Charm Friends
6MILF, Greater Mighty Wallop
7"Everyone's Mum", Improved Unarmed Strike (4d6)
8Motherly Care, Smite
9Bedtime Story, Infinite Walloping, Improved Unarmed Strike (5d6)
10Motherly Sacrifice

"Your Mum" (Ex): the Your Mum is special. She overcomes Damage Reduction X/Your Mum, and characters immune to "Your Mum" are immune to her natural attacks and the class features granted by this.

Improved Unarmed Strike (Ex): the Your Mum becomes proficient with unarmed strikes, and has a natural Slam attack that deals 1d6 damage plus her Strength modifier. Every odd level, this increases by +1d6.

Scry on Kid (Sp): starting at level 2, the Your Mum can Scry on her children at will. The save DC is equal to 10 + half her level + her Wisdom modifier.

Dedicated Weapon (Ex): at level 2, the Your Mum gets a special dedicated weapon that can never be lost, stolen or destroyed. It is a wooden spoon. See the chart below.

Power Word: Middle Name (Sp): starting at level 3, the Your Mum can cast Command on her children at will. The save DC is equal to 10 + half her level + her Wisdom modifier.

Call Kid (Sp): at level 4, the Your Mum can cast Message, targeting her children, at will.

Aura of Fear (Su): at level 4, the Your Mum gains a 20' aura of fear. Anything with less hit dice than her must pass a Will save (Charisma-based) or be Shaken until 1d4 rounds after they leave the area. Passing this save provides immunity to the effect for 24 hours.

Mighty Wallop (Sp): starting at level four, the Your Mum can cast Mighty Wallop three times per day. At level six it becomes Greater Mighty Wallop three times per day, and at level nine it becomes at will.

Cookies (Sp): at level five, the Your Mum gains the ability to cast Heroes Feast once per day.

Charm Friends (Sp): starting at level five, the Your Mum can cast Charm Monster at will, affecting only friends of her children. At level seven, this will affect anyone.

MILF (Su): starting at level six, the Your Mum becomes totally hot to everyone except her children. Against such targets, she may spend a Standard action to force them to make a Will save (Cha-based) or be Fascinated for 1 minute. Using the ability against a Fascinated foe implants a Suggestion on a failed save.

"Everyone's Mum" (Su): at level seven, jokes go around about the Your Mum being a total whore. She counts as being anyone's mother for all of her affects. All of her abilities that target her children work on anyone. MILF still works only on those who are not her actual children.

Motherly Care (Sp): starting at level eight, the Your Mum can cast Greater Restoration three times per day.

Smite (Su): at level eight, the Your Mum gains the ability to perform a Smite attack three times per day, against anyone. This adds her Charisma modifier to the attack roll and her Hit Dice to the damage.

Bedtime Story (Sp): at level nine, the Your Mum gains the ability to cast Deep Slumber (with no Hit Dice limit) once per day. The save DC is equal to 10 + half her level + her Wisdom modifier.

Motherly Sacrifice (Ex): at level ten, a Your Mum may sacrifice her own life to save her child (or indeed anyone). Doing this kills her, and she is reincarnated as a Prinny to atone for this, however her child is returned to life (if dead), restored to full hit points, and cured of any and all afflictions.
Dedicated Weapon:
Weapon: treat as a Club, except the Improved Unarmed Strike damage may be used instead of the base damage. It counts as a magic weapon with the standard scaling Enhancement bonus.
Level:Weapon Abilities:
2Standard Magic Weapon
3Skill bonus: add half HD to Intimidate checks
4Impacting weapon
5End of turn: Torrent of Tears effect on targets hit (Str-based)
6+1d6 Sonic Damage to every hit
7Hasted weapon
8+3d6 Sonic Damage to every hit, 1d6 to those within 15'
9When hitting a target, may make a Swift Demoralise attempt on another
10Ignores Armour Bonus, Hardness and Damage Reduction

Last edited by Koumei on Tue Aug 17, 2010 4:58 pm, edited 1 time in total.
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Maxus
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Post by Maxus »

The Your Mum thing needs an ability called "Power Word: Middle Name".

Edit: Also needs BAB, HD, saves, and skill points
Last edited by Maxus on Tue Aug 17, 2010 4:26 pm, edited 1 time in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

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Koumei
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Post by Koumei »

Fixed that. And renamed Command Kid to Power Word: Middle Name.
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Post by Koumei »

Incidentally, I got a bit of feedback, what with this being how 2/3 of the players have been introduced to the Den (the other 1 being my sister, who I often relay information to).

"The only thing I'm not comfortable with is the way all feats boost up at the same level. A Fighter for instance gets two feats at level six, and already has two or more, and suddenly gets a new ability from each previous feat and three abilities for each of the two new ones. Maybe staggering the benefits out so that some award at +7 and +13 BAB, others at +4 and +9 and so on."

Yeah. Not a single "OMG THIS IS BORKEN".

Started doing art and statting up some of the situations, while outlining vague solutions the party might take. The three medusae all have weird hairsnake styles. No idea how they style them. Presumably the snakes grow the way you want them to, or can be plucked and released as normal happy little snakes. They are handled as Conduits with the Frostbite sphere and a bullshit "EYE BEAMS!" feat, so the Dex damage of Shivering Touch Lesser and Normal is "RTA is made, it partially turns you to stone". Because Medusae are too high in CR for this.

And I have decided any N1 is fair game - people can just become Overlords (really introduced in La Pucelle Tactics), enemies can be converted then trained via violence (ditto), people never properly die, they just linger as phantoms (Phantom Brave/Makai Kingdom), the worlds are all linked (explicitly stated in Makai Kingdom, and then in Disgaea 2), cakes are yummy healing items (Makai Kingdom) and so on.

Criminal Girls will probably feature. Just in the general sense of there being a big prison with dungeon levels. Not specifically the spankings, though I suppose the warden should wander around with a riding crop or something.
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Post by Koumei »

Right. So, the first story arc is all mapped out. This should last until the PCs ruin it by doing something completely different.

Pretty Demon Vurasel:

Only stats that should need covering are that she has 10 HD, a Will save bonus of +10 and her social numbers (not using the Social Combat rules, just a basic "make skill checks" thing) are:
Bluff +18 (DC 22 to Bluff her)
Diplomacy +20 (DC 19 to Diplomatise her)
Intimidate +7 (DC 22 to Intimidate her)

Now, the invites: three people have said they will be turning up, five have not written back. She starts with 0/5 happiness towards the party, and you should be able to figure out how it works. At 2/5, there will be more attendees than absentees, so she will be happy enough to invite the party along too. At 5/5 she will be delighted and reward them greatly.

Successfully completing 2 grants +1 level. Successfully completing another 2 grants another level. This is why the boss fights have little extra lines for upgrading them - these can be picked in any order.

If they successfully complete the last one, and also survive the tea party, they should get another level. Yes, this is rapid advancement but that's okay. It will slow down a bit after 6 as they get into the next story arc, and then slow down again in the later levels ~12-15.

Sir Kobaine of Orangetown
"Head West until you hit a hilly area. Somewhere around there is a big magic spring that I hear he hangs out at."

On the way, they will occasionally run into groups of orcs - 6x Orc Warrior 1 (more or less CR 3, but with the assumption the party will curbstomp them):
17/13/14/10/8/12 HP: 6
Speed: 30' Init +1 AC 14 (flat 13 touch 11)
Fort +4 Ref +1 Will -1
Studded Leather Armour, Longsword, Dogpile (+4 Flanking)
Attack: Longsword +5 melee (1d8+4 slashing, 19-20/x2)

If they let orcs run in terror, future groups will actually not attack them, and will either not be there or will say they're just waiting for someone else or something. Possibly they might demand a dance-off or something.

After a bit, they find the spring, and Sir Kobaine is there. He's very rotund and his armour barely fits. He has a Robotnik moustache, and my drawing of him is pretty cool. As a level 6 Knight, his Will save is +6 and his Sense Motive is +10. He is cautious, and feels it may be a trap. They could either try to convince him (Diplomacy vs Sense Motive) or try to get Vurasel to swear by her Title on a signed document (Diplomatise her or petition the dark assembly), or something.

Additionally, it turns out there are three Sirines in this spring that he is protecting due to an ancient family pact that he will gladly tell the party about if they have the 2 days required to listen to the full story. There is an orc camp nearby, you see, and they'd love to cause trouble. Possible options, not including what the players end up thinking of:
[*]Build a really scary scarecrow - but this will take a Craft check that beats his Sense Motive check - it needs to be enough to scare him.
[*]Get the Sirines into shape to protect themselves with a training montage.
[*]Wipe the orcs out (or convince them in some other way).

A training montage is basically this: the party can make Intimidate/Diplomacy checks against the Sirines (Alua: basic Sirine, DC 15. Kula: 8 hit dice, DC 17. Monoa: level 5 Swashbuckler, DC 20) to give them a bonus on making an attack roll. Then they can use any class features etc. to help, too, and the Sirines need to make a combined attack roll of 40 (Alua: +2 touch attack, Kula: +4 touch attack or +10 Bite as a Remorhazz, Monoa: +9 scimitar) for the training montage to be treated as having passed, impressing Kobaine. Yes, if someone says "You can polymorph, turn into a Remorhazz!" or whatever, that totally helps too. If they fail, they can repeat or try a different tactic.

Now the orc camp itself is basically a group of those warriors, and a run-in or two with a pair of Orc Barbarians 2:
17/13/14/10/8/12 HP: 17 (DR 3/- in Rage)
Speed: 35' Init +1 AC 16/14 (flat 13/11 touch 13/11)
Fort +5 (+7) Ref +1 (+3) Will -1 (+1)
Elusive Target, Dogpile, Fast Healing 1 out of Rage, Studded Leather, Greatsword
Greatsword +5 melee (2d6+4 slashing, 19-20/x2)
Rage Greatsword +7 melee (3d6+6 slashing, 19-20/x2)

And eventually, they encounter the orc chieftain, who can in fact be reasoned with - they can't really threaten him that much, but they can threaten the other orcs into pleading with him. Or they could make some kind of offer, probably involving beer or women. Or pictures of women. The picture of the orc chieftain is really awesome. Or they could fight him in a dangerous battle:

Barbarian 4
18/13/14/8/10/12 HP: 34 (DR 5/- in Rage)
Speed: 40' Init +4 AC 15/13 (flat 14/12 touch 11/9)
Fort +6 (+8) Ref +2 (+4) Will +1 (+8)
Blitz, Danger Sense, Use Fort for Will (in Rage), Fast Healing 1 (not Raging)
Chain Bindings for armour, Magic Greataxe
Greataxe +9 melee (1d12+7 slashing 20/x3)
Rage Greataxe +11 melee (1d12+2d6+9 slashing 20/x3)

If the party has hit level 4, +1 level:
Use Fort (+8) for Ref when raging, Fast Healing 5 when not raging
HP: 42
Greataxe +10 melee
Raging Greataxe +12 melee

If the party has hit level 5, +1 level:
Fort +10 (+12) Ref +3 (+12) Will +2 (+12)
HP: 57
Great Fortitude, Speed: 45'
Damage Reduction 6/- in Rage
Greataxe +12 melee (1d12+8)
Raging +14 melee (1d12+3d6+10)
Combat encounters: 2-4x weak CR 3, 0-1x CR 3, 0-1x CR 4
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Post by Koumei »

The Medusae
Decidedly too much of the terrain has been turned to stone. Heading there leads to a small town where the people live in terror. However, on the way, the group occasionally runs into a "baby cockatrice" (using the basic cockatrice statline, not the Disgaea one).

In the town, the people beg for their assistance, promising a gift that will help the medusae listen - they frequently provide such gifts, which is why they are not all statues.

Every few nights, it comes down. There is a squawking, a flapping of wings, then in a flurry of crimson feathers, it descends upon us! There is a bright flash of colour and then it snatches our children away in its claws. It is... the Red Parrot of Pat Ferrick".

This will attack later that night if they agree. It is an advanced Corrolax, up to 9 HD and CR 3.
Small Magical Beast
6/16/11/2/14/16 HP: 49 (DR 5/silver)
Speed: 10' Fly: 60' (Good) Init +3
AC 17 (flat 14 touch 14)
Fort +8 Ref +9 Will +8
Claw +12 melee (1d4-2 slashing/piercing)
Low Light Vision, Darkvision 60', Spell Resistance 14
Colour Spray at Will, DC 17 (Blind & Stun 1d4 rounds, Stun 1 round)
Improved Natural Armour, Weapon Finesse, Iron Will, Great Fortitude

The reward is a small pot of very bold, rather thick paint, perfect for painting stone objects for instance.

Eventually, they will probably leave and come across a house that is actually built out of shaped statues. Inside, there are the three inhabitants - Mixi (pigtails), Celeste (Etna-style hairsnakes) and Corona (mohawk).

Note that it's possible to just kill them, drag their corpses over and then reincarnate them.

Corona: the angry one
8/14/13/12/10/15 HP: 13
Speed: 30' Init +5
Armour Class 16 (flat 12 touch 14)
Fort +2 Ref +3 Will +3
Danger Sense, Elusive Target, EYE BEAMS!
Frostbite (cause Frostbite damage), Seduction
4/day:
Shivering Touch (+4 RTA, 1d6 Dex damage)
Entice Gift (DC 14)
3/day:
Freezing Ray (+4 RTA, 4d6 Frostbite)
Suggestion (DC 14)
Bluff +10 Diplomacy +12 Intimidate +10
Bluff DC 17, Diplomacy DC 20, Intimidate DC 13

She is grumpy. The gift won't do anything except stop her from deciding to Stone them on the spot. She doesn't want to go back, and will take convincing - or a gift from Vurasel (actually convincing her would require a Diplomacy check, or you could bring something nice and pretend it was from her, needing a Bluff check).

Celeste: the creepy one
As above, except:
Bluff DC 15, Diplomacy DC 16, Intimidate DC 17

She keeps sizing the party up and measuring them, asking them to pose in various ways - DC 0 Sense Motive is "She wants to turn us into statues". The gift curbs this and makes her amenable to the whole "Go see Vurasel" thing. At least, she can be talked into it.

Mixi: the friendly one
As above, except:
Bluff DC 14, Diplomacy 13, Intimidate 15

She is actually friendly and wants to go back to Vurasel - but only if the others go along too. If the present is there, she will practically demand they at least talk with Vurasel and enter negotiations. She is unlikely to help either side in a fight.

If they are taken to a meeting, then they basically have to be talked at like a Dark Assembly:
Vurasel: **OOO (I actually colour in little love hearts)
Mixi: ***OO
Corona: *OOOO
Celeste: **OOO

Vurasel: at 0, she will get pissed off and kill the Medusae - and reduces her "likes the party" gauge by 1. At 4 she will apologise, instantly increasing the others by *. At 5, she will concede to the others completely and all is solved.

Mixi: is already willing to go to the party, at 5 she will return for good. At 0 she would decide to just Stone the party to smooth things over.

Corona: at 0, will actually get violent or walk out. At 3, she'll put it all aside for the party and be on reasonable terms with Vurasel. At 5 she'll join back.

Celeste: at 0, she'll try to Stone the party and Vurasel. At 3, she'll make a peace offering and attend the party. At 5, she will move back.

Each round for X rounds, each of the three party members can make a skill check to try to influence one of them. If they roll really badly and fail by 10 or more, then it reduces a *.
Combat Encounters: 1-3x CR 2-3, 0-1x CR 3 (solid), 0-1x CR 6-ish (low HP)

The Black Dragon
His Royal Divine Majesty, King Narrapotev IV, Slayer of Many & Lord of His (and Every Other) Domain For Ever is in fact the full name of this Dragon. He was self-named, as you may have guessed.

He lives in a swamp. There used to be a castle, but it sank into the swamp. Then there was another one. It fell into the swamp. The third one though, that one caught fire, burned down, then sank into the swamp. So there are several ruins and basically the whole place is Difficult Terrain.

Also there may be large chunks of structure, and the group may have to navigate through ruins underwater, with poor visibility.

At the entrance, there is a set of stump-prints (as though by peg-legs) leading up to and/or away from the edge. And an invite lying in a soggy heap in a puddle. Almost as though the deliverer said "Fuck this" and just threw it there before leaving.

Occasionally they will have to deal with cultists of the dragon. Pump Kin Servitors are all Jack Adepts 1. They are found in groups of 4 for an easy CR 2 each.

Servitor
8/10/14/13/15/12 HP: 5
Speed: 30' Init +0
Armour Class 10 (flat 10 touch 10)
F +2 R +0 W +4
Shovel -1 melee (1d12-1, 20/x3)
+4 Trip Resistance
Frost Blast (DC 12, 1d8+1 Cold, Fort half)

Worse is the Deathmaster, Mister Grin. He will stalk the party, and eventually demand (from the shadows) that they sit down for tea with him. If they refuse, he will try to leave (hopefully still hidden) and later on lurk again and try for a death attack. If they do all have tea, it becomes apparent that he is using swamp water, and the water just drips out of his head. Swamp Water is an ingested poison: DC 15, Nausea 1d6 rounds and 1 Con damage as the stomach attempts to eliminate it. One minute later, Filth Fever (DC 12, 1d3 Str and Con) sets in.

Mister Grin (Assassin 2)
12/15/13/14/8/10 HP: 9
Speed: 30' Init +5
Armour Class 14 (flat 12 touch 12)
Fort +4 Ref +5 Will -1
Scythe +3 melee (2d4+2 20/x4)
Magic Scythe, Webbed Armour
Danger Sense
Poison Use, Death Attack +4d6
Hide +7, Move Silently +7, Intimidate (Swift) +8
Level 0: 3/day DC 12
Touch of Fatigue, Disrupt Undead, Ghost Sound, Detect Magic, Detect Poison
Level 1: 1/day, DC 13
Cause Fear, Silent Image

An Assassin Vine might also decide to snack on the party at some point.

If the party are higher in level, they can also face off against the Child(ren) of the Corn, a "Jack" Red Mage 4, who is the cult leader of the dragon.
8/14/13/12/10/16 HP: 22 (Fire Immune)
Speed: 30' Init +5
Armour Class 17 (flat 13 touch 15)
Fort +5 Ref +6 Will +4
Intimidate +13 (Swift action)
Danger Sense, Elusive Target
Fire Burst: 1d6+3 DC 15 Ref 1/2
Catch Fire 1d6+3 DC 15 Ref negates
Fire Bolts +5 RTA (4d6+3)
Leather Armour, Ring of Deflection

But the party might be able to do the talky thing. He will take them before his master if they willingly hand over their weapons, which I'm sure they won't, but he's killable so whatever.

The dragon itself isn't statted because whatever. It's a Wyrmling, and they can kill it just fine but it's too jovial and friendly. He is delighted to hear about the party, and just needs someone or something to take care of his cult. They could recruit/reincarnate one of his cultists or find a nearby monster or something. I'm not too fussed.
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