Tome Series - Character Creation Thread!

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User3
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Re: Cheradenine

Post by User3 »

Sorry Frank and K, i think i broke something. In particular, your polymorph option 1 breaks really badly in some situations.

(1) Wizards have familiars. They can share spells with them, which also allows them to cast target:self spells on the familiar (without effecting themself). Full character replacement is amazing for a familiar - more everything. Further, the wizard is still a wizard, and capable of buffing you to awesometastic. Add in the fact that Polymorph Self is 10m/level, and you have a candidate for all-day buff of awesome. And because you cast it on the familiar, you don't even need to stand next to it.

(2) Wizards take leadership. They get followers. They Polymorph Other those followers into wizard's CR -5 critters, and those followers become awesometastic. Consider the level 13 wizard who makes all his followers Erinyes (CR8), each of whom has CL12 Charm Monster. That's so amazingly broken its retarded. IQ 40 kinds of retarded.

(3) The basic fact of the matter is that Polymorph via replacement has a strange discontinuity, and that clever use of that discontinuity breaks the game. This is ultimately the same reason why polymorph changing con but not hp is broken.

Yeah, the above wasn't a build. The build is Wizard 7, acquire familiar. Seriously.
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Re: Cheradenine

Post by RandomCasualty »

Guest (Unregistered) at [unixtime wrote:1177483941[/unixtime]]
(1) Wizards have familiars. They can share spells with them, which also allows them to cast target:self spells on the familiar (without effecting themself). Full character replacement is amazing for a familiar - more everything. Further, the wizard is still a wizard, and capable of buffing you to awesometastic. Add in the fact that Polymorph Self is 10m/level, and you have a candidate for all-day buff of awesome. And because you cast it on the familiar, you don't even need to stand next to it.

Familiar buffing is always problematic. Honestly though, one could say that your familiar link breaks (since the familiar loses all its abilities upon being turned), and it's as though your familiar died.

Really though, I'd probably just rule you can't share that spell with your familiar.


(2) Wizards take leadership. They get followers. They Polymorph Other those followers into wizard's CR -5 critters, and those followers become awesometastic. Consider the level 13 wizard who makes all his followers Erinyes (CR8), each of whom has CL12 Charm Monster. That's so amazingly broken its retarded. IQ 40 kinds of retarded.

Well as far as I can tell, it doesn't require leadership, but rather just casting charm/dominate on a commoner and then polymorphing him.

Remember, polymorphing in the replacement case is just the same as a summon spell, only you're swapping one creature out for something better.

There I suppose should probably be a requirement on the target of your polymorph too to prevent you from swapping out garbage and getting some uber creature, or perhaps the duration should just be shorter in that case.
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Re: Cheradenine

Post by AlphaNerd »

It's really the permanent duration that breaks the spell. If you were limited by your number of 4th or higher slots, in, say, a day, then you'd probably find better uses for them.

Unfortunately, the source text has permanent polymorphing, which seems to be at odds with a good game. Also, 2nd Ed. made polymorphing risky in that you could have your mind changed.

The odds of your personality changing in 2nd Ed are 20/20 - 1/20 per point of int of the target + delta(HD).

There was also a chance of outright dying to a poly other. I bet you haven't heard "System Shock" in a while.

Of course, Poly Self doesn't run the risk of System Shock death or personality change, but you don't get many benefits from the form. Of course, you still got to cast spells. It was more of an illusion + movement modes for poly self.

--

Also, Charm Monster doesn't help -- all spell effects end when you cast the spell, I'm pretty sure. Of course, that doesn't stop charm/diplocheese, but that's another problem.

--

If polymorphing your minions now gives a chance of death or turning against the master, it's less likely to be agreed to by minions. And if you can the cheese on poly self by not giving stats, etc., then you also can the cheese with the familiars.
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Re: Cheradenine

Post by Judging__Eagle »

RandomCasualty at [unixtime wrote:1177418278[/unixtime]]
Judging__Eagle at [unixtime wrote:1177417553[/unixtime]]

Don't use well-balanced and starcraft in the same sentance.

Nine of the top ten players of starcraft in the world used Zerg. The one guy who used Terran was in fourth or fifth place and even he admitted that he only used terrans to prove that they were top ten worthy material to be used by a skilled player.

No, you're thinking of before the last balance patch. When SC first came out, yes you're right, zerg were uber. But at the last incarnation, actually all the races are represented fairly evenly.

While originally terrans were seen as a weak race, they are by far not a weak race at all anymore. In fact some people see them as the strongest. Strategy and metastrategy for that game has developed to such a heightened level that it makes other RTS games look like weak unit massing fests in comparison.

It's likely you stopped playing before staple tactics like the terran wall to mech build were even invented.


Is that the one where you set up heavy defense (tanks, forward firebat bunkers, marine bunkers just behind them, with missiles and wraiths for early scouting (mixed with the terran radar ability to keep tabs on your enemy); then set up a half-dozen starports and create a fleet of 20-odd battlecruisers?

I know terrans are strong, I've got a friend who's beaten people simply by Proc'ing up with terrans and watching his enemies die against his inpenetrable wall of bunkers and turrets supported by several valks and cruisers to keep other cruisers, carriers and guardians from doing long-range bombing tricks. Eventually he wins since they've used up all of their reasources and he's still got his whole army. Rather cheesy, but it's worked for him.

Then again, him and his brother used to have the funniest way to beat people at warcraft 3, they'd both rush to the outside of an enemies base and build their towers there, thinking that they enemies had already covered the whole map in towers, these players would resign themselves to building up for the incoming attack or quit.

If they quit, easy win.

If they stuck it out, the only thing that would happen is that all of the troops and towers that normally a player uses to defend their base, were used to keep the now-trapped player in a trapped area while the heroes of the trapping players were gaining xp by killing creeps and scouring the map to get as many resource sites flowing to build units to keep their enemies trapped.




Personally, I prefer games like TA and Supreme Commander; where both tactics and stratgey are critical to succeed. Starcraft is a banking/build-order game with a few tactical elements thrown in. Starcraft is not a real tactical game in the slightest; the lack of several viable offense/defense options means that everyone goes for similar setups and that trying something unorthodox is actually impossible to do due to it's limited scope.

It may look that way from a newbie point of view, but if you watch some pro-replays you'll see that there are a wide variety of strategies you can execute.

Yes, there are standard build orders that some people follow by the book, but it's about unit counters, scouting, timing and micromanagement than just pumping a ton of units and throwing them at your foe.

Seriously, at mid to high level starcraft you need to be scouting your opponents base, you need to know what he's making, otherwise you will lose. Follow your standard build order all you want, but that's just like an opening in chess. You have to be willing to see what your opponent is doing and counter it, otherwise you get run over. No single unit massing strategy is going to win the game for you, unless you're so much better than the other guy that ti doesn't matter anyway.


Well, unit massing really isn't the best way to go in any game, using maxed 'squads' of mixed units that can cover each other's weaknesses is the name of the game.

For zerg hydras, guardians +/- mutas for zerg is an easy combo, cracklings become useless after a while except for sending 3-4 groups in as extra targets with say the cloud that blocks ranged fire that the worm-looking caster zerg use, most people don't know that the brown cloud blocks ranged fire and don't realize that their marines aren't shooting the zerglings that are ripping up the bunker.

I guess terrans have tanks, valkyries (the anti-air plane) and a mix of bats, marines and a bunch of medics for mixed fighting, or heck, just firebats to keep people from meleeing or getting in too close to the tanks; massive marine groups to harrass get pasted very often as the game goes on.

It's been a long time since I've played though.
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Re: Tome Series - Character Creation Thread!

Post by User3 »

Squirreloid wrote:(2) Wizards take leadership. They get followers. They Polymorph Other those followers into wizard's CR -5 critters, and those followers become awesometastic. Consider the level 13 wizard who makes all his followers Erinyes (CR8), each of whom has CL12 Charm Monster. That's so amazingly broken its retarded. IQ 40 kinds of retarded.
What about target's CR-5 as a solution?
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Re: Tome Series - Character Creation Thread!

Post by Crissa »

Share Spell requires the Familiar be with five feet of the Caster.

I don't see how it's broken, really; a familiar is a reliable NPC, not a puppet.

Oh no, the Wizard can make a bunch of Erineys... Couldn't he just hire them through binding spells at that level and have them as followers instead of turning farmers into them? It's not like they'd have any skill levels with the character replacement...

-Crissa
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Re: Tome Series - Character Creation Thread!

Post by User3 »

Crissa at [unixtime wrote:1177618301[/unixtime]]Share Spell requires the Familiar be with five feet of the Caster.

I don't see how it's broken, really; a familiar is a reliable NPC, not a puppet.

Oh no, the Wizard can make a bunch of Erineys... Couldn't he just hire them through binding spells at that level and have them as followers instead of turning farmers into them? It's not like they'd have any skill levels with the character replacement...

-Crissa


You only have to stay within 5' of your familiar if you cast the spell on yourself and share it with your familiar. Share spells also lets you cast range:you spells with your familiar as the target - and then it can go wherever it wants and doesn't have to stand next to you.

And your familiar acts on your turn. You're its master, it does what you ask it to. You do get to control it as a player. (And besides, maybe your familiar likes to get some face-stabby time in as well - the player gets to choose his familiar, presumeably he gets some say in its personality as well. Anything else leads to DM ass-wankery and interference in the player's right to control his character and his character's story. The familiar is a frickin class feature).

Also note that the benefits your familiar gets from being your familiar are auto-asserted on top of whatever the monster replacement is, because its still your familiar. That means it gets the familiar's untyped bonus to NA, intelligence (which can actually be worse than replacement, but oh well), and other familiar specials (such as improved evasion). In other words, character-replaced familiars rule.

An Erinyes is at least an ECL 9 (by RoW rules) or 16 (by WotC rules). You don't get them as followers. Sure, you can pay and browbeat them into following you around, but your followers from leadership will *do it for free*. And you don't have to spend XP for Planar Binding.
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Re: Tome Series - Character Creation Thread!

Post by Catharz »

Guest (Unregistered) at [unixtime wrote:1177631200[/unixtime]]
Crissa at [unixtime wrote:1177618301[/unixtime]]Share Spell requires the Familiar be with five feet of the Caster.

I don't see how it's broken, really; a familiar is a reliable NPC, not a puppet.

Oh no, the Wizard can make a bunch of Erineys... Couldn't he just hire them through binding spells at that level and have them as followers instead of turning farmers into them? It's not like they'd have any skill levels with the character replacement...

-Crissa


You only have to stay within 5' of your familiar if you cast the spell on yourself and share it with your familiar. Share spells also lets you cast range:you spells with your familiar as the target - and then it can go wherever it wants and doesn't have to stand next to you.

And your familiar acts on your turn. You're its master, it does what you ask it to. You do get to control it as a player. (And besides, maybe your familiar likes to get some face-stabby time in as well - the player gets to choose his familiar, presumeably he gets some say in its personality as well. Anything else leads to DM ass-wankery and interference in the player's right to control his character and his character's story. The familiar is a frickin class feature).

Also note that the benefits your familiar gets from being your familiar are auto-asserted on top of whatever the monster replacement is, because its still your familiar. That means it gets the familiar's untyped bonus to NA, intelligence (which can actually be worse than replacement, but oh well), and other familiar specials (such as improved evasion). In other words, character-replaced familiars rule.

An Erinyes is at least an ECL 9 (by RoW rules) or 16 (by WotC rules). You don't get them as followers. Sure, you can pay and browbeat them into following you around, but your followers from leadership will *do it for free*. And you don't have to spend XP for Planar Binding.


There are a number of ways you could get the familiar/polymorph thing to work. One is to remove the 'target:you' bit and just let you treat the familiar as part of you when you feel like it, just like an item. This makes sure that you can give the familiar energy immunity and dimension door with it.

Another would be to lower the effective level of your familiar, which only results in problems when they're hit by level-based 'you're fucked' effects like the big B.

You could also let the player treat the familiar as a part of herself and as a separate cohort.
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Re: Tome Series - Character Creation Thread!

Post by PhoneLobster »

I'm not buying this familiar thing with substitution polymorph.

So yeah you substitute your familiar for a monster using the familiar as self thing.

Then its a monster not your familiar. It loses all familiar traits for the duration, thats the point of total substitution, it switches out, everything.

Now its EASY to rule that the familiar acts as an ally but its not actually a familiar any more, not under your control in the same way, not communicating in the same way, not sharing spells in the same way, none of that junk. You can buff it manually, but heck thats no worse than doing the same with a second wizard or a buffing cohort or something.

Meanwhile its a really handy way to KILL your familiar when it catches up with the HP damage afterward.
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Re: Tome Series - Character Creation Thread!

Post by Catharz »

PhoneLobster at [unixtime wrote:1177639237[/unixtime]]I'm not buying this familiar thing with substitution polymorph.

So yeah you substitute your familiar for a monster using the familiar as self thing.

Then its a monster not your familiar. It loses all familiar traits for the duration, thats the point of total substitution, it switches out, everything.

Now its EASY to rule that the familiar acts as an ally but its not actually a familiar any more, not under your control in the same way, not communicating in the same way, not sharing spells in the same way, none of that junk. You can buff it manually, but heck thats no worse than doing the same with a second wizard or a buffing cohort or something.

Polymorph keeps the same control of the character regardless of the form taken. When you polymorph yourself, you're still under your own control. When you polymorph your familiar, it's still under the same control (your or your DM's).
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Re: Tome Series - Character Creation Thread!

Post by PhoneLobster »

See now I'd say the familiar is a friendly NPC under its own control and you have a bunch of special abilities to comunicate with it and junk.

There is no super duper secret "source of control rule" that I know of at all, and certainly the simple text of the substitution method doesn't refer to any such thing. It says same personality, goals and alignment. Your familiar keeps those (ie it s your little budy) it keeps NOTHING else. It just turns into a minotaur or whatever, who happens to be your little buddy.

Every actual Familiar rule goes out the window while it polymorphs. It has its own mind and that ISN'T a special rule inherent in being what it used to be, just make sure you don't have some freaky hate filled relationship with your familiar.
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Re: Tome Series - Character Creation Thread!

Post by Crissa »

If you cast 'target:you' on your familiar, you use the familiar's stats, not your own. And he's half your HD, usually diminuative, and really that doesn't make this polycheese work.

-Crissa
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Re: Tome Series - Character Creation Thread!

Post by Catharz »

Crissa at [unixtime wrote:1177798273[/unixtime]]If you cast 'target:you' on your familiar, you use the familiar's stats, not your own. And he's half your HD, usually diminuative, and really that doesn't make this polycheese work.

-Crissa

The half-HD thing would work great it it didn't make them blasphemy bait. Actually, they're considered to have your HD even though thy have half your HP.
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Re: Tome Series - Character Creation Thread!

Post by User3 »

Crissa at [unixtime wrote:1177798273[/unixtime]]If you cast 'target:you' on your familiar, you use the familiar's stats, not your own. And he's half your HD, usually diminuative, and really that doesn't make this polycheese work.

-Crissa


Also, this is specifically using the character replacement option. So no, you don't use the familiar's statistics, you use the monsters statistics - your familiar gets completely replaced.
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Re: Tome Series - Character Creation Thread!

Post by Crissa »

Guest (Unregistered) at [unixtime wrote:1177811836[/unixtime]]Also, this is specifically using the character replacement option. So no, you don't use the familiar's statistics, you use the monsters statistics - your familiar gets completely replaced.

If that's true, then it doesn't matter what follower you use, from familiar to torchboy; summoned, paid, or bound.

-Crissa
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Re: Tome Series - Character Creation Thread!

Post by User3 »

Crissa at [unixtime wrote:1177813987[/unixtime]]
Guest (Unregistered) at [unixtime wrote:1177811836[/unixtime]]Also, this is specifically using the character replacement option. So no, you don't use the familiar's statistics, you use the monsters statistics - your familiar gets completely replaced.

If that's true, then it doesn't matter what follower you use, from familiar to torchboy; summoned, paid, or bound.

-Crissa


Actually, it does. Familiar gets to use the same polymorph you do. Others have to use a different spell. The difference is a CR-3 monster vs. CR-5 (relative to CL). Not that you don't turn your followers into better monsters, since Polymorph Other is permanent, but its not nearly as good as Polymorph Self on your familiar.

(Familiarize yourself with the option 1 polymorph rules from Dungeonomicon, it'll make things more clear).
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Re: Tome Series - Character Creation Thread!

Post by fbmf »

[TGFBS]
STARCRAFT discussion was split off by request.
[/TGFBS]
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Re: Tome Series - Character Creation Thread!

Post by JanusJones »

New to the forum - HI!

I've fallen in love with this ruleset, and have been manically designing characters. I could stat these out fully, but I thought I'd just post the bare bones (feats, classes, and tactics) to give folks an idea of where I'm coming from.

Cheers!

Molly Murder - Human Warlock 10

Stats (standard array):
Str: 8
Con: 14
Dex: 13
Int: 12
Wis: 10
Cha: 17 (+2 from levels)

Feats: Point Blank Shot (1st), Mageslayer (human), Blindfight or Danger Sense (3rd), Sniper (6th), Stoning Gaze (9th).

Spheres: Dominion (mastered) and Seduction (basic access only).

Tactics: Normally Molly wears gazeblinder goggles out. Yep, even at night (cue 80's tunes). See, if she doesn't, she turns people into stone. When she gets into combat, she will lock her enemies up in solid fog and then proceed to further ensure their doom by layering swathes of black tentacles throughout the area. She will then relax and sip a coke. If things get ugly (or she's just feeling her oats), she'll take off the goggles and stick with web and black tentacles, staring at whoever is pissing her off the most whilst casting. If a caster is around, it's off with the goggles and out with the machine-gun eldritch blasts, complete with attacks of opportunity on mages dumb enough to attempt casting within 60 feet.

Gonnosuke Iori, Human Samurai 11

Stats (standard array):
Str: 13
Con: 14
Dex: 15 (+2 from levels)
Int: 10
Wis: 12
Cha: 8

Feats: Sniper (human), Point Blank Shot (1st), Mage Slayer (3rd), Danger Sense (6th), Blitz (9th), Hordebreaker (Samurai 2), Whirlwind Attack (Samurai 4), Blindfighting (Samurai 6), Subtle Cut (Samurai 9).

Tactics: Gonnosuke wields a composite greatbow and studies the ancient art of kyudo, focusing his soul into his bow. Basically, he shoots people in the face. He uses Blitz and Point Blank Shot to gain twice his BaB to damage (since he attacks at range, he doesn't sweat the Aoo from Blitzing), so that his total damage per shot is 1d10 + 1 (Str) + 3 (enhancement) + 1 (subtle cut) + 20 (twice BaB) = 1d10+25. When facing a truly massive melee opponent, he prefers to open with a Kiai! auto crit on a Subtle Cut movement-limiting shot, dealing 3d10+75 damage and reducing his opponents movement by at least 75 feet. He then shoots whatever it is until it stops twictching. Casters that start casting within 60 feet incur a show-stopping missle barrage consisting of 6 arrows (more if he picks up a nice pair of Gauntlets of Dexterity), each incurring a monster penalty on concentration checks to cast. Finally, he enjoys shooting enemy monsters through dungeon walls, using his danger sense to detect their hostile intent and his ancestral weapon to shoot through barriers. Good enhancements for his bow include keen and enfeebling (1d6+2 Str damage on a crit - BoED).

Flea, Whispergnome Assassin 10

Stats (standard array):
Str: 7 (-6 from racial + child necromancer penalties)
Con: 16 (+2 racial)
Dex: 15 (+2 racial)
Int: 17 (+2 levels)
Wis: 12
Cha: 6 (-2 racial)

Feats: Child Necromancer (1st), Sniper (3rd), Zen Archery (6th), Darkstalker (Lords of Madness; 9th).

Tactics: Flea was a stillborn mistake - he should have died. He's alive, though - if you can call it that - and he's managed to make the best of the stunted growth defect that keeps him permanently preserved in a child's body. Flea is sneaky. Even more than normal sneaky people. Between his size bonus (+8 for tiny!), racial bonus (+4), item bonus (+15 for a Ring of Chameleon Power), skill ranks (13), and Dex mod (+3 without a Dex boosting item), he's got a Hide modifier of +43. Since he's got the skill mastered, that means he gets a 53 automatically. Even when fighting, he maintains an auto-roll of 33, and the Darkstalker feat means even creatures with extraordinary senses have to make Listen and Spot checks to find him. Since he has an affinity for necromantic spells (+4 caster level boost, baby!), he enjoys using them to snipe at foes, landing huge death attack bonus dice with nasty effects.
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Re: Tome Series - Character Creation Thread!

Post by Catharz »

Abuse of combat feats...
->Not as in 'breaking' abuse, silly abuse.

'Sword, spear, and bow style'
Feats used: Two Weapon Fighting, Combat Looting, Combat School.
Attack your foe with your offhand weapon until it's dazed. Toss the (returning) spear at another foe. Sheath the sword, pull out the bow, and shoot its allies. Sheath the bow, draw the sword, and wait for the spear to come back.

'Amazon style'
Feats and classes used: Juggernaut, Dungeon veteran 1.
Shoot arrows at people. Knock them back. Get ranged trample attacks. If they try to run away, bull rush them towards yourself (is that possible?).

Got any others?
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Re: Tome Series - Character Creation Thread!

Post by Fwib »

Crissa at [unixtime wrote:1177798273[/unixtime]]If you cast 'target:you' on your familiar, you use the familiar's stats, not your own. And he's half your HD, usually diminuative, and really that doesn't make this polycheese work.

-Crissa
Familiar gets half your HD. Is that a Frank&K rule I can't find?
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Re: Tome Series - Character Creation Thread!

Post by AlphaNerd »

SRD wrote:Hit Dice

For the purpose of effects related to number of Hit Dice, use the master’s character level or the familiar’s normal HD total, whichever is higher.

Hit Points

The familiar has one-half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.


I've never noticed it before, and I've read the book F&K material a lot. I don't think they've ever talked about familiars.

F&K Bullrush wrote:
Bullrush
If you have not moved your entire allotted distance this turn, you may attempt to push your opponent back as a
melee attack. First, you move into your opponent’s square (which probably provokes an attack of opportunity, see
movement). Then you make an opposed size-modified strength check against a DC of 10 + the target’s Strength
modifier + the target’s size modifier (you do not have to roll to hit). If you succeed, you push your opponent back 5
feet. If you succeed by more than 1, you may move your opponent back a single 5’ square for every 2 points your
check exceeds the DC.

Modifiers: The Size Modifier to both the Bullrush check and the DC is +4 for every size larger than medium and -4
for every size smaller than medium.

Special: The movement used during a Bullrush counts against your movement this turn. If you do not take a move
or charge action this turn, you will normally be limited to five feet of movement. This movement does not provoke an
attack of opportunity from you or the target, but is quite likely to provoke an attack of opportunity from any other
creature standing nearby. During a bullrush, both characters provide cover for each other.

Edge Option: If you have the edge on your target, you do not provide cover for your opponent even if they are the same size as you. Further, you may move your opponent in a direction up to 45 degrees off from your initial approach,
altering your own course to push them more than 5 feet if necessary. If you fail the initial strength check, you may
choose which adjacent square you are pushed into


Dungeon Vet wrote:Dramatic Attack (Ex): Dungeon Veterans fight with flair and gusto and take full advantage of the exotic and dangerous surroundings their battles take place in. When a Dungeon Veteran strikes an opponent with
a weapon for 10 or more damage, they may elect to perform a Bullrush against that opponent. This Bullrush
maneuver does not provoke an attack of opportunity and is considered to automatically touch the opponent.
The Dungeon Veteran does not move with this Bullrush.


Hmmm... I really bet that's supposed to read melee weapon. The direction of a Bullrush seems dependent on where "back" is. Since D&D doesn't have facing, it must mean "along the vector between you and the target".

Yeah for making opposed strength rolls with a bow!
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Re: Fibull

Post by Catharz »

Emphysema, the [counturl=65]Weezing[/counturl] Conduit of the Lower Planes (Carceri):

Weezing 5/Conduit of the Lower Planes (Carceri) 2
5:Wzg 5 |------|+3|1/1/4|
6:Wzg 5/CotLP 1|+3|1/1/5|Sphere: Bubbles
7:Wzg 5/CotLP 2|+4|1/1/6|

Weezing stats:
Size & Type: Small Aberration [Acid, Air].
Hitdice: 5d10.
Base saves: Fort +1, Ref +1, Will +4.
Speed: 5 ft., fly 20 ft. (perfect)
Natural attack: Slam 1d4.
Special Attacks: Spell-like Abilities, Double Belch.
Special Qualities: Acid and Poison Resistance 5, blindsight 60 feet., strong scent, sickly.
Bonus feats: Multivoice, Great Fortitude.
Base ability scores:
Str 12 -15= -2, Con 11 -14= -2, Int 9 -13 = -4, Wis 8 -12 = -4, Cha 8 -10 = -2, Dex 5 -8 = -2.

Spell-like Abilities (Sp): At will - obscuring mist, acid arrow; 4/day
- fog cloud, stinking cloud. As a sorcerer of a level equal to its hit
dice.

Double Belch (Ex): A Weezing can use two spell-like abilities with a
single standard action.

Strong Scent (Ex): A Weezing smells extremely bad. The range at which a
creature can detect a Weezing's presence with the scent ability is
doubled, and the time a Weezing can be tracked by scent is measured in days
instead of hours. However, a creature with the scent ability within its
normal scent range of a Weezing must make a fortitude save (DC 10 + 1/2
Weezing's hit dice + Con Modifier) every round or become nauseated for
1d4 rounds.

Sickly (Ex): Weezings are rather ill all the time, making it difficult
for them to become more uncomfortable than they already are. Weezing
cannot become nauseated and gain a +8 bonus to any saving throw to resist
the effects of pain or torture.
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Prak
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Re: Tome Series - Character Creation Thread!

Post by Prak »

I got this idea while paging through Fiendish Codex 2 when I saw the "hook" for the sample Soulguard ("By Moradin's Beard, devil begone!") and thought it very characteristic of the steretypical southern baptist televangelist. I like this character just for how well the spells and special abilities work towards the concept and am thinking of playing him rather than the drider I was thinking of for when my gf runs Expedition to the Demonweb Pits...


Rev. Celestine Goldbrow, Faith-healer, Evangeliser, and Fist of the Glorified St. Cuthbert
Male Aasimar Pal4 of Cuthbert/Monk3/Soulguard9
LG Medium Outsider(Native, Human)
Init +7;Senses darkvision 60 ft.; spot +11, listen +12
Aura moderate good, courage
Languages Common, Abyssal, Infernal
------------------------------------
AC 57, flat-footed 48, touch 32
(+9 wis[WS], +33 armour[AiL/BoA/Sunplate], +5 deflection[RoP])
hp 175 (15HD)
Immune charm, compulsion, fear, disease
Resist SR 20(MS)
Fort +31 Ref +28 Will +34;
------------------------------------
Speed 30 ft.
Melee Slam +25/+20/+20(1d8+7 plus Stun[DC 24][plus 1d6 vrs. Undead; 1d8+9 plus 4d6 vrs Evil outsiders; plus 1d6 vrs evil characters; plus 1d6 vrs. chaotic characters], 19-20/x3[plus 2d10 vrs undead; plus 4d10 vrs evil outsiders])
Base Atk +13/+8/+8; Grp +16
Atk Options "HE-YEAL!" fighting style, "DEVIL, BE-GYONE!" fighting style, Smite Evil 1/day (+12 atk, +4 dmg)
Special Actions absolution, divine rebuke (base DC 22), pierce deception, turn undead 15/day (+15), Lay on Hands (48 hp)
Combat Gear 4 flasks holy water, Horn of Goodness
Pal Spells Prepared (CL 10)
3rd- dispel magic, remove blindness/deafness, remove curse
2nd- delay poison, remove paralysis, shield other
1st- bless, bless water, bless weapon, cure light wounds
Spell-Like Abilities (CL 10)
at will- detect evil
3/day- dispel evil (melee touch +15, DC 27)
------------------------------------
Abilities Str 17, Dex 19, Con 20, Int 17, Wis 29, Cha 34 (wish inherent bonuses and equipment figured in)
SQ Divine Grace, Divine Health, Aura of Courage, Aura of Good, Armoured in Life, Fatal Strike, Willow Step, Rain of Flowers, Abundant Leap, Slippery Mind(IW)
Feats Dangersense, Iron Will, Insightful Strike, Mage Slayer, Ghost Hunter, Battlefield Surgeon
Skills Intimidate +16, Knowledge (Religion) +23, Concentration +12, Diplomacy +31, Knowledge (the Planes) +21, Sense Motive +28, Listen +12, Heal +28
Possessions combat gear plus cloak of Charisma +6; periapt of Wisdom +6; +3 Axiomatic, Holy, Sacred Burst Fist Wraps of Evil Outisder Bane; +8 bracers of armour; ring of protection +5; +8 sacred sunplate, monk's belt, 3 empty iron flasks, lsr strand of prayer beads, strand of prayer beads, gtr strand of prayer beads
------------------------------------
Hook "The power of Cuthbert compels you, Devil, Begone!"

Fighting Style "HE-YEAL!" While Active, Rev. Celestine Goldbrow's Fighting Style forces any opponent struck by his slam attack to make a Fortitude Save (DC 26) or become stunned for one round and While Active, provides a +4 Dodge Bonus to Saving Throws..
Fighting Style "DEVIL, BE-GYONE!" While Active, Rev. Celestine Goldbrow's Fighting Style allows his slam attacks to ignore hardness and DR and provides any bonuses it gives to his slam attack to any attack he makes with any weapon.

Short Bio: Rev. Celestine Goldbrow, Faith Healer and Evangeliser was born the bouncing baby boy of a female Solar and a devout Cleric of St. Cuthbert. Raised in an extremely pious and religious faith, he felt the call to become a paladin in St. Cuthbert's service at a young age and later brought the teachings of the Grand Master of Flowers Xing Hu into the same service through training under him for some time. He travels the lands now as a faith healer and exorcisor of malevolent spirits from the faithful while preaching the good word of pelor to the people.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
AlphaNerd
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Posts: 206
Joined: Fri Mar 07, 2008 7:54 pm

Re: Tome Series - Character Creation Thread!

Post by AlphaNerd »

Choose two abilities for each fighting style. That's what makes them styles and not a list-o-abilities.
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Prak
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Posts: 17350
Joined: Fri Mar 07, 2008 7:54 pm

Re: Tome Series - Character Creation Thread!

Post by Prak »

oh, thanks, neve noticed that before....
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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