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Avoraciopoctules
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Post by Avoraciopoctules »

Huh. If I was going with a Disgaea-verse character, that would give a chance to go with a concept I drafted a few months ago. Human Soulborn or Spirit Shaman who goes on adventures to, among other things, gain inspiration for his rap music. He wants to make powerful and unique enemies across the multiverse so he can come up with elaborate lyrical insults and put-downs to intersperse with his boasting about much of a rad adventurer he is whenever he encounters an opportunity for pre-battle parley.

I keep looking for an opportunity to bring some aspects of the character into one of Akula's games, but the problem is doing it tastefully and in a way that meshes with the setting. Disgaea wouldn't be so difficult.
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Post by Starmaker »

I'd try to bribe you with tea and cookes to let me play a Neko-Oni anything (probably Jester). Failing that, Angel Assassin.
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Post by Mask_De_H »

Avoraciopoctules wrote:Huh. If I was going with a Disgaea-verse character, that would give a chance to go with a concept I drafted a few months ago. Human Soulborn or Spirit Shaman who goes on adventures to, among other things, gain inspiration for his rap music. He wants to make powerful and unique enemies across the multiverse so he can come up with elaborate lyrical insults and put-downs to intersperse with his boasting about much of a rad adventurer he is whenever he encounters an opportunity for pre-battle parley.

I keep looking for an opportunity to bring some aspects of the character into one of Akula's games, but the problem is doing it tastefully and in a way that meshes with the setting. Disgaea wouldn't be so difficult.
Killer Bee from Naruto, right?
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Post by JonSetanta »

Mask_De_H wrote: Killer Bee from Naruto, right?
Cool guy, doesn't afraid to use tentacles like crazy.

Reminds me of the kind of template-derived CharOp cheese, something like "I'm using spells to assume the form of a regenerating Gargantuan half-minotaur anthropomorphic kraken"
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Post by Koumei »

That would be a pretty cool set of doods. I can see the benefits of an Alraune Monk, with those Style Slams at 5-10', a tiny boost to Natural Armour (can't hurt) and some spell-likes just to help out sometimes.

White Mages can explode people? Awesome. Also I like that so many people want to actually use the Ninja and my other random creations. I lol'd at the vampiric barber, too.
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Post by Koumei »

Okay, the game is on hold over Christmas as there's a concert 3 of us are going to, then there's the whole "some people visit families, others get visited by families, then Lucia, Pangolin Festival, Christmas itself (Eve, Day and Boxing Day are all no-go), New Years and fuck-knows what else. Oh, Ausfailia Day in January (4 days of gaming convention). Yeah, we'll be lucky to get a session in before February.

Fuck, I hate Christmas. That asshole Christ or whatever his name was should have been borninvented on some other fucking day. Oh wait, he was, but his groupies wanted to steal someone else's holiday. Fuckwads. On Christmas, any of you who go to church, please urinate in the font for me. Or punch a priest in the dick. Or steal a eucharist (Catholics only) and use it to farm Holy Penicillin.

Anyway, back on topic. In the meantime, I am really tempted to post some bonus items or shit up here, and tell the players they have to go here to find out what it is: seriously introducing DLC (which N1 fucking LOVE, if you've seen the DLC for Disgaea 3 and Cross Edge. Which don't work for me because I have US versions on an AU PS3. Motherfuckers).

Also, Cleric (the guy who plays the Ghost Knight) has said he really should start thinking about what to do after tenth - before he gets there. Which might be a good idea. I hear planning can help. I could of course help him with that, by coughing up some samples that might be relevant to him, and saying "See? If you wanted to follow aspect X, Y or Z, you totally could, here it is. Or if you have a better idea, it is literally this easy to make a 10-level Prestige Class."

I'm thinking some decent examples would be "Haunted Armour" (there were... basically possessed suits of armour, or ghost knights if you will, in Disgaea 1. I think they had Sword Magic, which is really just stabbing fools in the face and slapping the word Magic on) and "Bear Cavalry".
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Post by Koumei »

HAUNTED ARMOUR

"Boo"

Requirements:
Base Attack Bonus: +10
Race: Ghost
Other: Knightly Spirit Class Feature

BAB: Good
Hit Dice: d12
Good Saves: Fortitude
Skill Points:[/b] 4+Int
Level:Special:Host Armour
1Spiritly Knight, Host Armour+1 Armour Class
2Poltergeistery+1 DR/-, +5 Energy Resistance
3Clatter+2 Armour Class
4Bump in the Knight+3 DR/-, +10 Energy Resistance
5Greater Poltergeistery+3 Armour Class
6Sword Magic+4 Strength and Constitution
7Ghostly Army+4 Armour Class
8Supreme Poltergeistery+6 DR/-, +20 Energy Resistance
9Nightmare Stab+5 Armour Class
10Eternal Champion50% Miss Chance

Class Features:
Spiritly Knight (Ex): the Haunted Armour is a knight, but very ghostly. His natural ability to move through objects improves: he may glide through the aether with a Move-Equivalent action, moving as per a Dimension Door.

Host Armour (Su): the Haunted Armour bonds with any Heavy Armour worn, becoming one with it. It cannot be Sundered or Disjoined, and provides scaling bonuses as he gains levels. Note that any given bonus is the total. The bonus to Armour Class is a Deflection bonus.

Poltergeistery (Sp): a second level Haunted Armour has the ability to hurl items at people, which hurts very much. As long as there is some object at least as hard as Iron that isn't nailed down and weighs under 100lbs, within 30 feet, he may launch it at any target within 30' as a Standard action. This requires a Ranged Attack roll, using Charisma instead of Dexterity. If it hits, the object deals 3d6+Hardness damage and forces the victim to attempt a Fort save (Charisma-based) or be Dazed for 1 round.

Clatter (Su): third level Haunted Armours can make very loud noises, clanging about to scare people. This requires a Swift action, and allows him to make a Demoralise attempt against every foe within 30 feet.

Bump in the Knight (Ex): a fourth level Haunted Armour can slam into people at great speeds, not needing fear for his own safety. When charging, he gains a bonus attack with his armour (providing he is wearing Heavy Armour). This uses the Armour's Enhancement bonus to AC as an Enhancement bonus to Attack and Damage, and deals 2d6 Bludgeoning damage (for a Medium creature), plus one and a half times his Strength modifier. If the foe is denied its Dexterity bonus against this attack, it falls Prone.

Greater Poltergeistery (Sp): at level five, the Haunted Armour learns a new form of Poltergeistery, gaining the ability to hurl swords with great accuracy. With a Standard action he may launch one 1-handed or Light melee weapon per BAB-derived attack, though he must actually posess the weapons. They may be launched up to 60 feet away, using his Dexterity modifier instead of Strength. The weapons all drop to the floor afterwards.

Sword Magic (Ex): a Haunted Armour who makes it to level six learns a special kind of magic, one involving swords. With a Standard action he may unleash this magical attack against an adjacent foe, as long as nobody else is adjacent to the foe. Count every empty square adjacent to the foe (not including diagonals, so 3 for a Medium opponent) and add this number as a Luck bonus on the Attack roll. If it hits, the weapon attack actually hits four times, and the damage is all added together before DR is subtracted. The target also takes Con damage equal to the Luck bonus.

Ghostly Army (Sp): the seventh level Haunted Armour can call up ghostly allies once per day. Doing so is a Standard action, and they last for one minute, gathering around him in a 100 foot radius. Any enemy in the area is automatically Entangled, and takes a single automatic hit from the Haunted Armour's primary weapon every turn as ghosts strike at them. This does not get the extra damage from Designated Opponent.

Supreme Poltergeistery (Sp): at level eight, the Poltergeistery of the Haunted Armour becomes supreme, and he can throw more or less anything about. He may use Poltergeistery on a number of items equal to his BAB, all within 50 feet, as a Full Round action.

Nightmare Stab (Su): starting at level nine, the Haunted Armour may let his ghostly essence show through when attacking people physically. With a Swift action he may manifest, so that the next attack he makes (as long as it is before his next turn) is very scary. The target, if hit, takes 1d6 Intelligence, Wisdom and Charisma Damage and must pass a Will save (Charisma-based) or fall Comatose for 1 round. When using this ability, he loses any Incorporeality, Etherealness or other miss chances until his next turn.

Eternal Champion (Ex): a tenth-level Haunted Armour is basically unstoppable, being immune to Level Drain, Ability Damage, Ability Drain, Critical Hits, Sleep, Paralysis and [Death] effects. This applies even if the armour is stolen off his ghostly body.
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Post by Koumei »

BEAR CAVALRY

"They ride bears... we cannot win."

Requirements:
Base Attack Bonus: +10
Other: Knightly Spirit Class Feature
Special: an Animal Companion, Special Mount, Cohort or purchased animal. It must be a bear.*

*Including any creature with "Bear" in the official name in the book, or Ironclad Maulers, even if weird-ass templates have been applied to any of the above.

Yes I am aware this makes Owlbears okay. If some idiot releases a book with Water Bears (Tardigrades) then I guess that will count too, though good luck riding something that small.

BAB: Good
Hit Dice: d10
Good Saves: Fortitude and Reflex
Skill Points:[/b] 4+Int
Level:Special:
1Enhanced Minions, Designate Opponent +1d6
2Magichange Mount
3Bear Lore, Designate Opponent +2d6
4BEARS WITH KALASHNIKOVS
5Wave of Bear, Designate Opponent +3d6
6Rampaging Charge
7Designate Opponent +4d6
8Dual-Change Mount
9Designate Opponent +5d6
10Bear Lore Appendix

Class Features:
Enhanced Minions (Ex): the Bear Cavalry tends to be followed by an army of bears. He gains Minions based on the table below.

Designate Opponent (Ex): every odd level, the bonus damage for Designate Opponent improves by 1d6

Magichange Mount (Su): at second level, the mount of the Bear Cavalry gains the ability to Magichange. Nobody really understands how. With a Standard action, it transforms, becoming a claw-like weapon wielded by the Knight (as long as he is adjacent to or riding it). This is a Magic Weapon that deals damage as per the Bite attack of the Bear, using the Knight's Strength modifier. It benefits from Combat School, regardless of what it normally applies to, and still gains the Improved Grab ability. Finally, an enemy that is successfully grabbed may be thrown a number of squares equal to the Bear's Strength modifier, landing prone at the end of the journey. Throwing a foe requires a Swift action. Changing back requires a Move Equivalent action on the part of the Knight.

Bear Lore (Ex): at third level, the Bear Cavalry knows the truth about bears: bears attack with natural weapons, and cave bears live in caves. Any Bear Minion of his within 30 feet may use his BAB instead of their own when making attacks with their natural weapons, and once per day each Bear Minion may cast Rope Trick as a spell-like ability (12 hour duration), appearing to wander into a cave that then ceases to exist.

BEARS WITH KALASHNIKOVS (Su): at level four, the mount of the Bear Cavalry gains a special attack, the ability to launch magical bolts of energy at a range. This is a Supernatural Ability, and is performed as an Attack action, firing a bolt as a Ranged Touch Attack out to Medium range. It deals 2d6+Con Fire damage.

Wave of Bear (Su): at level five, the Bear Cavalry has figured out the art of hurling his magichanged mount so that the enemy gets hit by a sudden bear. The Bear can be thrown out to Short range with a Standard action, hitting a 5' by 15' line and changing to its normal form. It is then Dazed until the Knight's next turn. Everyone in the area affected by the bear takes automatic Bite damage and is knocked Prone as though tripped - if the Bear has the Edge on them it can go ahead and make Attacks of Opportunity.

Rampaging Charge (Ex): a sixth-level Bear Cavalry is a master of riding his ursine steed into battle. With a Full Round action, he may make a special Mounted Charge. Both he and the bear may make an attack, gaining the benefit of charging, and apply the attack to all foes within the Bear's natural reach.

Dual-Change Mount (Su): at level eight, when the Bear Mount Magichanges, it somehow turns into TWO weapons and can be dual-wielded. It will only ever turn back into one Bear, no matter what clever tricks are used, and if thrown, the second one to be thrown (either one if both thrown at the same time) will turn into the Bear. Both may be thrown together, either delivering two separate waves, or delivering one larger 15'x15' square of impact.

Bear Lore Appendix (Ex): at level ten, it turns out that people had failed their Bear Lore all along. Apparently, Bears are all Clerics. As such, the Bear Mount gains the spellcasting of a level 10 Cleric, selecting domains as it pleases and using its Con instead of Wisdom, because why not?
Enhanced Minions:
Creature:Level 12345678910
Bear Cub4567888888
Black Bear2345678888
Polar Bear1233445678
Owlbear1122345678
Bearhound1122334456
Dire Bear-112233445
Ironclad Mauler---1122334
Dire Polar Bear-----11223
Ursinal-------112
Space Bear---------1

Space Bear: Pseudonatural Dire Bear. The awesome Pseudonatural, that is. Because who gives a shit? It's level 20.
Last edited by Koumei on Thu Dec 09, 2010 3:53 am, edited 1 time in total.
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Post by Starmaker »

Koumei wrote:BEARS WITH KALISHNIKOVS
That's "KALASHNIKOVS" (pronounced "kah-lush-nee-kovs").
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Post by Koumei »

Thanks. Fixed it.
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Post by Quantumboost »

...where are Space Bears from? I have an overwhelming urge to use that in an upcoming one-shot, if it's within CR range...
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Post by Calibron »

Space Bear: Pseudonatural Dire Bear. The awesome Pseudonatural, that is. Because who gives a shit? It's level 20.
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Post by Koumei »

Yeah, it weighs in at "apparently CR 20", as a pet at level 20 (when nobody gives a shit and there is no balance anyway). I'd suggest doing something better for your own game, such as taking a bear (any kind) and adding Elder Eidolon or the weaker Pseudonatural template. Or Half Farspawn. Or just make it up from scratch or something.

Here's what it will look like in mine, when the group is seriously flying all the time, throwing weather patterns as weapons, stealing time from enemies and fighting Tyrant Overlord Baal:

Space Bear Large Outsider [Extraplanar]
Str 53 Dex 23 Con 29 Int 3 Wis 22 Cha 10
HD: 12d8+120 maximised (216 HP)
Init +6 Speed 80'
AC 54 (-1 size +35 natural +6 Dex +4 Shield), flat 48 touch 15
Fort +17 Ref +14 Will +14
BAB/Grab: +9/+34
7 tentacles +44 (4d6+21, 20/x2, Epic DR breaking)
Constant Insight, Low-Light Vision, Scent, Improved Grab, Rotting Constriction (2d4 Con drain, restore 10 HP)
Sp: Blur, Dimension Door, Shield, Unhallow (at will, CL 20)
DR 10/Epic, Electricity Resistance 30, Acid Resistance 30
Other creatures enjoy -1 Morale to hit it
Spell Resistance 60
Feats: Improved Toughness, INA: Tentacles, Alertness, Run, Endurance
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Post by Koumei »

So, someone asked me to share the document with the compiled stuff. I then realised it was out of date, so did it up all nice and stuff, and then turned it into a pdf. And then discovered that somewhere in the pdf process it added extra spaces or something so it looks a bit messy (chapters starting at the end of pages, a table cut in half by a page break).

Also I added bookmarks.

http://www.mediafire.com/?2ug6bmqv6auu2fm
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Post by Maxus »

"Offer Candy to Mister Cavern"

Two notes:

1) It'd work on me

2) If I did this, I'm fairly sure one of my players who make an Empusa. Named Candy. Just for the joke.
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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Post by Koumei »

Hahaha, fantastic.

Also of note for people: IIRC it contains any updates to stuff, as well as having nice pictures for most things (not by me, just stolen from the Interwebs) and the stupid quotes.

And for those who are vaguely interested, some future stuff that I intend on using - unless PCs move things in a better direction - are, in no particular order:
[*]Execution Girlfriend is hunting the Ghost down for dumping her way back
[*]The School of Divine Comedy (Celestia) is in a spot of trouble, and calls upon their best honour student
[*]MC MC is chasing them down for a re-match!
[*]The Stage of Planes is occurring, they need to make it there, get on the list and perform to show the whole Netherworld they are the best!
[*]Fire Princess, Evil Peasants, Dungeon, Naked Giant, etc.
[*]Another group of heroes attack! It's... people claiming to be the main characters?
Last edited by Koumei on Thu Dec 23, 2010 11:47 am, edited 1 time in total.
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Post by Koumei »

Incidentally, due to the feeling that at least one other person intends on running a Disgaea-verse game, and being bored lately anyhow, a second pdf will eventually appear, one I'm working on atm. It will contain a whole heap of stuff for general use/future games, that isn't necessarily relevant to my one (though I may use random stuff for NPCs). The following:

[*]Ninja Minion
[*]Preacher Minion
[*]Spell of Relevance: Braveheart
[*]Racial Class: Chernobog
[*]Racial Class: Flower Queen (King)
[*]Racial Class: Orc King (Queen)
[*]Racial Class: Angry Tiger
[*]Racial Class: Crop Duster
[*]Racial Class: Killer Puppet
[*]Racial Class: True Succubus
[*]Racial Class: The Great Pumpkin
[*]PrCl: Iron Knight
[*]Item: Giga Armour
[*]PrCl: Prism Mage
[*]PrCl: Genocidaire
[*]PrCl: Cupid
[*]PrCl: Valkyrie
[*]PrCl: Carnage Princess (Prince)
[*]PrCl: Sinner
[*]PrCl: Trickster-Yoink!
[*]PrCl: Magic Knight
[*]PrCl: Beast Tamer
[*]Magichange Rules
[*]PrCl: Item God
[*]PrCl: Plasma Professor
[*]PrCl: Masked Hero
[*]PrCl: Ninja Master
[*]PrCl: Denizen of Carnage

So, quite a lot of stuff.
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Post by Maxus »

Those adventure ideas strongly remind me of these:

[Edit: Picture saved too small]

My favorite there is "Dungeon gives chase". Which led to the image of a Reallybigmcfuckenlargehuge-sized Animated Object uprooting itself out of the ground to chase the PCs...

Side note, I'm pretty sure I made a Valkyrie Racial Class back in the Koumei Races Thread. Probably on the last page, if you want to check it to see if I saved you the trouble of writing an ability or two.

Edit: Shit. Well, okay, it's an list of adventure ideas. Which contains things like

"15. Sorceror, for shits and giggles, trains Ethereal Filchers to intrerrupt people during sex"

"23. Inaccurate historical re-enactment attracts ire of necromancer history buff"

"26. Dwarves threatened by serial barber"

"53. Miraculous self-replenishing canned food ration 'Salient Blue' challenges ethics when it's discovered to be made of trolls"

"90. Gentlemanly cleric sends party on suicide mission to retrieve rare plant, makes world's strongest medicine

91. Gentlemanly cleric sends party on suicide mission to retrieve rare plant, makes world's gnarliest blunt.

92. Gentlemanly cleric sends party on suicide mission to retrieve rare plant, makes world's tastiest tea; enters berserker rage when one party member adds milk."

And last but not least:

"99. Paladin achieves ultimate power by replacing stick up his ass with immovable rod."
Last edited by Maxus on Mon Dec 27, 2010 4:11 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

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 Archmage »

Maxus wrote:Those adventure ideas strongly remind me of these:
Too small, can't read.

Have a bigger version, or should I just download it and resize it myself?
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Post by Maxus »

Archmage wrote:
Maxus wrote:Those adventure ideas strongly remind me of these:
Too small, can't read.

Have a bigger version, or should I just download it and resize it myself?
It's fine when it saved. Turns out the problem is photobucket automatically resizing something a couple-thousand pixels high.

Edit:

http://fc06.deviantart.net/fs70/f/2010/ ... 35rwgu.png

And for those too lazy to follow a link...
Image
Last edited by Maxus on Mon Dec 27, 2010 4:33 pm, 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 »

Disgaea Valkyries are different: it's just a high-tier female warrior. So basically they get flight, some performance (boost) stuff, and spear special moves (which are more or less taken straight from the actual games).
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Post by Koumei »

Right, so two weeks from now, there'll be the next session, which is going to be sillier than normal, as another character is randomly rocking up and joining the group for all of one session. It's like post-game material.

They will then get to go on a SPECIAL STORY ARC where they face OTHER GROUPS who think that they are actually the main characters.

So at level 8, they can face a group of 3 and a group of 4, based on what you guys said you'd play - note that I had this idea *after* saying "this is just out of curiosity", it sadly wasn't my plan all along.

Frank: Alraune Monk
Quantumboost: Angel Green Mage
Maxus: Robot Girl Ninja/Arch-Golem Execution Girlfriend

Josh Kablack: Vampire White Mage
Mask De H: Empusa Star Mage
Avoraciopoctules: Human Soulborn
Starmaker: Neko-Oni Jester

So, putting them at level 6 each should make a decent challenge (quite the challenge, but unlikely to actually overpower them, especially if groups split up and attack in pairs or whatever). Would you guys like to make them yourselves for this, having more imput, or shall I? If I do it, I will seriously name them after you guys. Including a boobtacular Alraune called Frank... similar to in Disgaea 2.
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Post by Maxus »

What's the statline we can use?

Because, seriously, I've been meaning to make this Robot Girl Ninja-Girlfriend for a long time.

Edit: Also, need to decide two feats and I need to decide what would be funnier/more appropriate. So far she can turn invisible, summon mist, launch missile salvos.

She also has one Good Gadget as an invention, and I'm trying to decided whether to use a Static Blade, a Pump-Action Shotgun (more on that in a bit), or the Lightning rod.

She's shaping up to look like she could go nova. I mean, Laser Eyes, Missile Salvo from Steel Angel, then shoot at them with the shotgun a few times.

The pump-action would be more in the line of inducing a feeling in the players of "what ELSE does she have in there..."
Last edited by Maxus on Sat Jan 29, 2011 9:02 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

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!
Koumei
Serious Badass
Posts: 13882
Joined: Fri Mar 07, 2008 7:54 pm
Location: South Ausfailia

Post by Koumei »

8, 10, 13, 14, 14, 17. Which is pretty swish, but not as good as I rolled for them, so w/e.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
Koumei
Serious Badass
Posts: 13882
Joined: Fri Mar 07, 2008 7:54 pm
Location: South Ausfailia

Post by Koumei »

Well, the time approaches, so I had better do them...

Group 1: they move light the wind!

Frank
Alraune Monk 6
14 8 10 13 18 (20) 14
HP: 37
Init: +2
Speed: 30'
BAB/Grab: +6/+12
F +8 R +10 W +10
AC: 25 (+1 natural +7 Special Armour +5 Wis +2 Def)
-flat --
-touch 24
Slam +8 5-10' reach (1d8+3)
Lethal/Nonlethal damage
Spell Resistance 11
1/day: Fighting Style lasts 6 rounds
-Drunken Manticore Touch: +4 to AC, Stunning Slam DC 18, 1 round
-Angry Crane Style: +4 to Saves, AoO (Trip) on all Attacks
-Running Tiger Attack: Ignore Hardness/DR, Concealment
Charm Person 1/day DC 15
Entangle 1/day DC 15
Speak with Plants
Feats: Juggernaut, Great Fortitude, Danger Sense
Skills:
Balance +10 Jump +13 Sense Motive +14 Spot +14 Tumble +8
Gear:
Watering Can of Wisdom, Orange Dress of Deflection (+2)
The Quantum Booster
Angel Green Mage 6
8 14 14 13 12 18 (20)
HP: 43
Init +5
Speed: 30' Fly: 60' [Poor] 2 rounds at a time
Fort +4 Ref +7 Will +6
AC: 14 (+2 Dex +2 Dodge)
-flat --
-touch 14
BAB/Grab: +4/+3
Elusive Target, Danger Sense, Ability Focus: Thunder Clap
Skills: Abuse Magic Device +14 Listen +10 Spot +10 Perform (Woodwind) +14 Jump +8
Wind Blast +8 RTA (6d4+2 Sonic)
Shocking Grasp +8 (6d6+2)
Sonic Resist 12 and Zap Resist 6
At Will: Message, Ghost Sound, Gust of Wind, Wall of Air, Whispering Winds, Clairaudience, Air Walk
Thunder Clap: 20' radius burst, 4d8 Sonic Fort 1/2 DC 20, failed save: prone, Deaf 6 rounds
Aura: Magic Circle Against Evil and Light
Tongues
Smite 5/day: +5 to hit +6 damage
Gear:
Prinny Staff +2
Charming Badge +2
Maxus
Robot Girl Ninja 5/Arch-Golem Execution Girlfriend 1
14 (20*) 18 (20) 10 14 (16) 8 13
HP: 25
Init +8
Speed: 45'
Fort +3 Ref +9 Will +5 (+4 vs Poison)
AC: 24 (+5 Dex +1 Natural +6 Armoured in Life +2 Dodge)
-flat 17 (No Flanking)
-touch 23
BAB/Grab: +6/+8 (+11 when charged)
Cyber Eye (immune to Dazzle/Blind, See in Darkness)
Charm Machine Spirits
Good Invention: Cog Fist! +15 (2d6+9 20/x3)
Lightning Powered: 16 Resist
Built
Wall Jump
Ninja'd
Invisible
Cowabunga
Dark Stalker
Seductive Gaze DC 17
Master of Disguise
Speed of Thought (+3 to hit/damage flat-footed foes)
Summon Mist
Kidney Punch DC 16 (Staggered and Prone)
Scanner
Surprise! (autoconfirm against flat-footed foes)
Too Fast By Half
Laser Eyes 30' +11 RTA 1/2 rounds (6d4 Light)
DR 6/Adamantine
1/day: missile salvo, 150' range 30' radius burst, 6d6 Fire 6d6 Sonic, Ref 1/2 (DC 13)
Armoured in Life +6
Steel Angel, Ninja Gaiden Technique, Elusive Target
Skills: Disguise +10 Spot +8 Balance +16 Tumble +14 Jump +13 Disable Device +12 Search +16 Bluff +10
Gear:
Pentium II Processor of Intelligence (+2)
Speed-Lines of Dexterity(+2)
Group 2: they're DARK AND EDGY!

Josh
Vampire White Mage 6
13 10 14 8 14 (16) 18
HP: 43
Init +0
Speed: 30'
Fort +7 Ref +5 Will +8
AC: 16 (+6 armour)
-flat 16
-touch 10
BAB/Grab: +4/+5
-Warhammer +9 (1d8+5 plus 1d6 Fire, 20/x3)
Blood Pool
Vampiric Weaknesses
Blood Powers
Magic Hands 1d6+3 Healing/Hurting
Brilliance (uncapped, reach, chain, empower)
Turn Undead 7/day
Equilibrium
Planar Immunity
Instant Ward (+5 to AC and Saves 1 round, Immediate)
Inner Fire
Mettle
Status Check
Lifesense
Friggin Lasers
False Divinity
Weapon of Righteous Destruction, Heavenly Hammer Style, Expert Tactician
Gear:
Chain Shirt (+2)
Sandvich of Visdom (+2)
MW Warhammer

Spellcasting:
Cantrips: DC 13, 6/day
cure minor wounds*, dancing lights+, detect magic, disrupt undead, flare, light+, mending, purify food and drink, resistance, virtue
1st level: DC 14, 7/day
avoid planar effects, bless water, cure light wounds*, deathwatch, delay disease, endure elements, faerie fire+, greater dispel magic, lesser vigor*, produce flame, protection from chaos/evil/good/law, remove fear, shield of faith, Faith Healing*
2nd level: DC 15, 6/day
aid, calm emotions, close wounds*, continual flame, cure moderate wounds*, delay poison, gentle repose, lesser restoration, make whole, protection from negative energy, rainbow beam+, remove paralysis, resist energy, shield other, Lesser Spell Immunity
3rd level: DC 16, 4/day
attune form, create food and water, cure serious wounds*, daylight+, Leomund’s tiny hut, magic circle against chaos/evil/good/law, neutralize poison, protection from energy, remove blindness/deafness, remove disease, searing light+, spark of life, vigor*
H-Mask
Empusa Star Mage 6
8 14 13 18 (20) 14 12
HP: 30
Init +2
Speed: 30' Fly 60' [Poor] 1 round
Fort +3 Ref +4 Will +7
AC: 14 (+2 Dex +2 Dodge)
-flat 10
-touch 14
BAB/Grab: +3/+2
Sexy (Charm Person 1/day DC 17)
Tiresome 1d8+1 nonlethal, 6 Temporary
Disguise Self 6/day
Telepathy 30'
Baleful Glare (6 targets, 1d8+10 damage and 4 Str, Fort 1/2 DC 20)
Dancing Lights/Glowing Orb (2 at a time)
Star Magic
Ray of Light at will
Attune Form at will
Day Break: Swift action wake-up
Searing Light at will
Dimension Hop
Silent Image at will
Wrath of the Heavens
Cryptic Demands
End of Sight (20' radius burst, Fort or Blind 2d8)
Tenuous Sanity
Contact Other Plane 2/day
Draining Light
Ability Focus: Baleful Glare, Elusive Target, Master of Terror
Skills: Intimidate +9 Know (Planes) +10 Abuse Magic Device +7 Diplomancy +9 Bluff +7 Disguise +9
Gear:
Pimp Stick +2
X-Ray Spectacles of Intelligence +2
Cohort: Mister Nibbles (Vorr, FF pg 186)
Poctules
Human Soulborn 6
14 (18) 14 (12) 14 10 8 17 (19)
LARGE
HP: 56
Init +1
Speed: 30' (20')
Fort +16 Ref +9 Will +10
AC: 20 (+1 Dex +8 Armour +2 Def -1 Size)
-flat 19
-touch 12
BAB/Grab: +6/+14
-Soulblade +15/+13 (1d10+12 18-20/x2)
+Devastating Cobalt Amulet: Strength! And Large!
+Aqueous Futile Eyes: Deflection! And Crushing Despair (30' radius, -2 to saves, attacks, damage)
+Awesome Blue Hat: Resistance! And Startling Power! (1/turn struck target: Fort DC 18 or Daze 1)
Arcane Sight
Endless Smiting
Resilient Soul
Pressing Assault
Soulfire Burst: 15' radius 6d6 Force Ref half (DC 19)
Blitz, Juggernaut, Great Fortitude, Whirlwind Attack
Gear:
Holy Book of DC Raising (+2)
Impressive Beard of Charisma (+2)
Nonmagical Full Plate
Maoreen
Nekomata Jester 6
10 17 (19) 14 14 8 14
HP: 35
Init +7
Speed: 40'
Fort +6 Ref +11 Will +3
AC: 20 (+4 Dex +6 Armour)
-flat --
-touch 14
BAB/Grab: +4/+4
2 Flasks +11 RTA (1d6+4 Acid + 1d4+6 Fire)
Claw +4 (1d6)
Pounce (Fatigue)
Scent
+2d6 Sneak Attack
Point-Blank Shot, Danger Sense, Two Weapon Fighting
Spellcasting: 3/4/3 per day DC 12/13/14
Poison Use
Ignore Components
Mask
Jester's Feint
Laugh it Off
Cruel Comment (Bluff vs Level+Cha, -4 to d20 rolls for 3 rounds)
Skills: Bluff +11 Sleight of Hand +13 Balance +17 Tumble +13 Hide +17 Escape Artist +15 Move Silently +13 Jump +13
Power Slide
Gear:
Fuzzy Hat (+2 Dex, Cold Resist 12)
Magic Chain Shirt +2
Acid Flasks
Last edited by Koumei on Wed Feb 09, 2011 1:51 am, edited 3 times in total.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
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