New Frank & K Tome pdf

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Maxus
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Post by Maxus »

Aktariel wrote:
Any idea on the ETA of 0.6?
Of equal interest to me, what looks like it'll be added? The Bard? The Puppeteer? The Pokemon-as-d20-monsters? Koumei's 25 Magic Items? The stuff from that Feat thread?
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!
Aktariel
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Post by Aktariel »

Puppeteer, Koumei's magic items, and some of the Tome feats get my vote.

Additionally, some of the "Tome Weapons" from the thread of the same name also get my vote for inclusion.
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Post by Surgo »

0.6 is seriously coming as soon as I can find out how to change the fan speed on my video card. This means that I can boot into Linux, run a GUI, and just edit things on that filesystem (which includes the PDF).

Additions will be whatever I said will be added on earlier in this thread. That includes:
* Missing sections that should be there already.
* Kantian Paladin's spells-per-day table.
* Fix of the Stone sphere (for whatever is actually wrong with it; I'm not sure what Maxus is talking about because I don't have the sources or the PDF on this hard drive).

So I guess people also want:
* Bard
* Puppeteer
* Magic items.

I'm not actually sure where the Bard or Puppeteer -are- (and I've never seen the Bard before); I'll go take a look and find them when the time comes I guess. I've also never seen this feat thread before as far as I can recall; I'll check that out too!
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Post by Maxus »

Puppeteer
"This time, I think they'll stay up longer, I used more juice."

It is well known to those who investigate such things that electrical energy can bring animation to the freshly dead in much the same way as positive or negative energy can. Those who have a natural inclination towards commanding the lightning can live out their life in obscurity or they can investigate their own abilities.

Those of a particularly investigative bent can accomplish much towards animating the dead and even creating new life. The puppeteer is one such.

Alignment: Electricity is a destructive force, but it is also the source of life. The Puppeteer focuses on the animating aspects, and a lot of them are Lawful. But they don't have to be.

Races: Puppeteers appear in all races, though significant portions of many races live in areas where being a Puppeteer is illegal.

Starting Gold: 6d6x10 gp (210 gold)

Starting Age: As Rogue.

Hit Die: d8
Class Skills: The Puppeteer's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Concentration (Con), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (Each skill individually, Int), Listen (Wis), Move Silently (Dex), Profession (-), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), and Use Rope (Dex).

Skills/Level: 4 + Intelligence Bonus
BAB: Medium (as Cleric), Saves: Fort: Good; Reflex: Good; Will: Good

Level, Benefit
1 Electricity Resistance, Jolt, Electric Bolts, Puppet the Dead, Electric Magic
2 Disrupting Shock, Familiar
3 Greased Lightning, Repair Construct
4 Fire Immunity, Arc Light, Devastating Thunder
5 Perpetual Storm, Corpse Quickening
6 Persistent Puppets
7 Lightning Bolts
8 Create Golem
9 Army of Puppets
10 Tunneling
11 Magnetism
12 Life Anew

All of the following are Class Features of the Puppeteer class:
Weapon and Armor Proficiency: Puppeteers are proficient with all simple weapons, as well as the whip, all martial spears, and all sizes and varieties of chain (including spiked chains). Puppeteers are proficient with light armor but not with shields of any kind.

Electricity Resistance (Ex): A Puppeteer has a Resistance to Electricity equal to twice his level.

Jolt (Su): As a standard action, a Puppeteer can electrify his body, shocking the next creature which he touches or which touches him during the next minute. This shock inflicts 1d6 of electricity damage, with an allowed Fortitude Save for half (DC 10 + ¢© Level + Charisma Modifier).

Electric Bolts (Sp): A Puppeteer can throw bolts of electricity as an attack action. A Lightning Bolt tavels out to short range, and inflicts 1d6 of Fire damage per level. A Lightning Bolt strikes its target with a ranged touch attack.

Puppet the Dead (Su): If the Puppeteer can inflict electricity damage on a corpse, he can can it to rise as a zombie. This zombie can't have more than 4 hit dice for every level of puppeteer he possesses, and it immediately collapses if it has been active for more than 10 minutes or if the puppeteer animates a second corpse.
These zombies are of the construct type rather than being true undead, and are healed by electricity damage. Otherwise use the normal zombie template[/list]

Electric Magic (Ex): A Puppeteer is considered to have every spell with the Electricity Descriptor on his spell list for the purpose of activating magic items.

Disrupting Shock (Sp): As a standard action, a 2nd level Puppeteer can create an electrical discharge inside another creature's body. This effect causes a d6 of damage and stuns the target for one round. The victim is entitled to a Fortitude save (DC 10 + ¨ö Level + the Puppeteer's Intelligence bonus) to halve the damage and negate the stunning effect. This ability can be used out to Medium range, and it always hits.

Familiar: At 2nd level, a Puppeteer is entitled to a familiar. They may choose a corpse familiar or a construct familiar, but not a normal living animal.

Greased Lightning (Ex): From 3rd level on, a Puppeteer's Electricity cuts through Electricity Resistance, hardness, and Immunity. No more than ¨ö of the damage inflicted by his electrical damage can be negated by hardness or immunity or resistance to electricity. In addition, the Puppeteer ignores the first 5 points of Electricity Resistance that a target has.

Repair Construct (Sp): A 3rd level Puppeteer can energize a construct with a touch. This touch heals 2d8+Level hit points, and is be usable at any time.

Electricity Immunity (Ex): A 4th level Puppeteer is immune to Electricity.

Arc Light (Sp): A 4th level Puppeteer may shed light like a daylight spell from his own body. The clearly electrical light emanates from any portion of the character's body and can be begun or ended as a move action.

Devastating Thunder (Ex): When a 4th level Puppeteer inflicts electrical damage on any target, he inflicts an additional amount of that damage equal to his Intelligence modifier or his class level, whichever is less.

Perpetual Storm (Sp): A 5th level Puppeteer benefits from call lightning at all times.

Corpse Quickening (Ex): When a 5th level Puppeteer animates a corpse, it is not limited to a single standard action.

Persistent Puppets (Su): A 6th level Puppeteer can create lightning zombies which last an entire day before falling apart on their own.

Lightning Bolts (Sp): At 7th level, the Puppeteer can send forth a lightning bolt as the sorcerer/wizard spell, at will. This spell-like ability has a save DC of 10 + ¨ö Level + Intelligence Modifier. Unlike the normal spell, a Puppeteer's Lightning Bolt has no damage cap.

Create Golem (Su): An 8th level Puppeteer can create Flesh Golems. These do not require the expenditure of XP. The latest creation, and only the last one created by the Puppeteer is immune to the berserking trait as it is fully under his control.

Army of Puppets (Sp): A 9th level Puppeteer's animated corpses no longer collapse when he raises another puppet, so long as his total number of puppet's is less than his class level.

Tunneling (Sp): At 10th level, a Puppeteer can teleport short distances, as per dimension door. This ability is usable at will.

Magnetism (Sp): An 11th level Puppeteer can hurl metal objects around at high speed for no discernible reason. This acts like telekinesis, which is usable at will, save that only creatures and objects made primarily of ferrous metals may be lifted and thrown.


Life Anew (Su): A 12th level Puppeteer can create Corpse Creatures with lightning. This is like using create undead save that the creatures are Constructs instead of Undead, are healed by Electrical damage, and don't have any action reduction.
And the Bard thread

http://www.tgdmb.com/viewtopic.php?t=24 ... w=previous


Edit: Can someone please look one page 185 of the PDF and back me up on this? Because this is what I see:
Stone
Special: You gain the Tremorsense ability, allowing
you to detect and target anything touching the ground
within 60 feet of yourself.
1: Earth Glide
3: Spike Stones
5: Stone Shape
7: Stone Tell
9: Wall of Stone
11: Move Earth
13: Transmute Rock to Mud (special bonus:
15: Transmute Mud to Rock)
17: Earthquake Meteor Swarm
19: Genesis
When it should be:
Stone
Special: You gain the Tremorsense ability, allowing
you to detect and target anything touching the ground
within 60 feet of yourself.
1: Earth Glide
3: Spike Stones
5: Stone Shape
7: Stone Tell
9: Wall of Stone
11: Move Earth
13: Transmute Rock to Mud (special bonus:Transmute Mud to Rock)
15: Earthquake
17: Meteor Swarm
19: Genesis
The error's on the level 13 ability, and spills over into levels 15 and 17.
Last edited by Maxus on Mon Sep 08, 2008 2:48 am, 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 Surgo »

Oh, okay. Thanks a lot, I'll fix that!
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Post by Aktariel »

<something clever>
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Post by Surgo »

Okay, thanks a lot. Will get to work as soon as I can!
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Post by Maxus »

It took me a bit to remember this, but I'd also nominate Bigode's Dragon class.

http://tgdmb.com/viewtopic.php?t=48822
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 Bigode »

Thanks for the nomination.

OTOH, a lot of the pointed additions are incomplete and/or flawed. E.g., I was looking forward to asking Boolean permission for including some of his bard's class abilities as tricks for Frank's bard, since it doesn't have even 10 tricks - what one'd have at 20. There are other issues elsewhere as well.

Lastly, I forgot to correct my own error: the monster PrCs at Nifty are prior to the Tomes, but indeed 3.5-compatible. So they might be adoptable without change.
Hans Freyer, s.b.u.h. wrote:A manly, a bold tone prevails in history. He who has the grip has the booty.
Huston Smith wrote:Life gives us no view of the whole. We see only snatches here and there, (...)
brotherfrancis75 wrote:Perhaps you imagine that Ayn Rand is our friend? And the Mont Pelerin Society? No, those are but the more subtle versions of the Bolshevik Communist Revolution you imagine you reject. (...) FOX NEWS IS ALSO COMMUNIST!
LDSChristian wrote:True. I do wonder which is worse: killing so many people like Hitler did or denying Christ 3 times like Peter did.
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Post by Maxus »

I've been through the PDF several times, and I can't find the special materials. Didn't those slip through the cracks on 0.5.1, or something like that?

In any case, here they are...
Boneblades: Boneblades are alchemically and necromantically hardened blades made from the bones of intelligent creatures, and the material can only be created by craftsmen with the Boneblade Master feat. For an unknown reason, they only retain their special properties if they are made into light slashing or piercing weapons. Boneblades used in melee combat ignore the damage reduction of any undead creature and can hit incorporeal creatures as if they were magic weapons with the ghost touch property.. Boneblades made from dragon bones can be combined with the Dragoncrafter feat to produce items with both properties. Cost: 1,000 gp per lb.

Blood steel: Blood steel is steel that has been mixed with the blood of certain powerful creatures, making it redder than normal steel and with unusual properties. Weapons made of blood steel do 2 additional points of damage on a successful hit and any armor made of blood steel has an armor bonus two higher. These effects only manifest if the blood steel is allowed to hungrily latch onto its user's flesh, at which point it reduces the bearer’s Constitution by two points. Treat blood steel as normal steel for creatures with no Constitution or creatures protected from this effect. Cost: 2,000 gp for a weapon, 1,000 gp for armor or shield.

Black steel: Black steel is steel that has been mixed with necromantically charged obsidian, making it as sharp as adamantine and as dangerous as obsidian. Weapons made of black steel count as adamantine for all effects, but perform as if enhanced with the Ghost Touch and Wounding properties (without additional cost). Characters using items made of Black steel suffer one point of Wisdom drain for every day they are held, worn or carried. Cost: 15,000 gp for a weapon, 24,000 gp for light armor, 28,000 gp for medium armor, 32,000 gp for heavy armor.

Tainted obsidian: While normal obsidian often has interesting necromantic properties, tainted obsidian is an actual source of necromantic energy. When a magic item has is made of tainted obsidian, it can provide uses or charges of its Necromancy effects in exchange for doing wisdom drain. Cost: +10,000.
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 Bigode »

Necromantic materials aren't compatible with RoW armor, for starters. Also, Nifty monster PrCs = 3.5-compatible my ass, it was for Savage Species. Someone'll have to work somewhat much on the former, and a little on the latter.
Hans Freyer, s.b.u.h. wrote:A manly, a bold tone prevails in history. He who has the grip has the booty.
Huston Smith wrote:Life gives us no view of the whole. We see only snatches here and there, (...)
brotherfrancis75 wrote:Perhaps you imagine that Ayn Rand is our friend? And the Mont Pelerin Society? No, those are but the more subtle versions of the Bolshevik Communist Revolution you imagine you reject. (...) FOX NEWS IS ALSO COMMUNIST!
LDSChristian wrote:True. I do wonder which is worse: killing so many people like Hitler did or denying Christ 3 times like Peter did.
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Post by Aktariel »

Well, boneblade is compatible, mostly because it's only usable for weapons.

The other three... Merch. Include them now, and for 0.7 the community will undertake a huge rewrite and then everything will make sense, and work together perfectly.
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Aktariel
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Post by Aktariel »

Bump. What news?

Also for inclusion: http://www.tgdmb.com/viewtopic.php?t=48733&start=30
(Koumei's Meteor Ninja)
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Post by Surgo »

At this point I'm saying fuck it, I'll let my video card run warm for an hour and get this done. Look for an update in the coming week.
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Post by Surgo »

Yay! Finally got the Catalyst drivers for Linux to work (my system no longer hangs when starting X) -- turns out I needed to build a kernel module, and this was conveniently not mentioned in the documentation. Currently installing all the TeX packages I need.
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Post by Maxus »

If it's not too late, and at the risk of being immodest, I'd like to suggest some of my own stuff for inclusion. I mean, I'm fairly confident of that Deception Sphere I whipped up, and a couple of those Knightly Orders aren't too bad (Except the Green Knight and the Deathless Knight. I was really trying to put ideas down and then I'll pare them down to reality at some other point.)

So, here they are...
Deception
Special: Gain +3 on Bluff and Disguise checks.

1 Silent Image
3 Minor Image
5 Major Image
7 Hallucinatory Terrain
9 Persistent Image
11 Programmed Image
13 Mislead
15 Project Image
17 Shifting Paths (Spell Compendium spell)
19 Basic Access: All of the spell-like abilities from this sphere are quickened. Advanced Access: All of the spell-like abilities from this sphere are quickened and persistant. Expert Access: As advanced, plus you know an illusion when you see one, and may automatically disbelieve any illusion which allows you to do so, unless you do feel like playing along.

Alternate 17th-level Spell:
Imperceptible
Illusion (Glamer)
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D; see text)

You become undetectable to all senses save touch, even those that are heightened or magically enhanced. You are invisible as if under the effect of greater invisibility, and cannot be seen even by creatures using see invisibility or true seeing. Any object of Fine size or smaller that touches you is turned invisible as well, preventing you from being discovered by glitterdust, dust of appearance, or similar methods and negating any penalty to you Hide checks from such a source. You remain invisible in the area of any spell that would cancel or reveal it, such as invisibility purge, and are immune to faerie fire. Discovering your location is more difficult as a result of these subtle improvements; while the Spot DC for noticing your presence remains the same, observers must beat the DC by 30 in order to pinpoint your location (rather than by 20 as normal).

The spell masks all sounds (including sonic effects) from leaving the space you occupy, but does not prevent sounds from entering. This makes you effectively silent to others but does not prevent you from listening to your surroundings. It also does not prevent you from speaking, such as to cast spells with a verbal component, though your voice cannot be heard by any creature not occupying the same space. You cannot be sensed by blindsense, blindsight, or tremorsense, and neither do you register as a “blank spot” to creatures with these abilities. Your odor is completely neutralized, and you cannot be sensed or tracked by a creature using the scent special ability. You leave no footprints or tracks at all, as if under the effect of pass without trace.

Your imperceptible nature allows you to be ignored by all forms of divination spells and effects that would detect your presence or any information about you, including all detect spells, arcane eye, arcane sight, clairaudience/clairvoyance, discern location, locate object, scrying or any similar spell lower than 9th level. You do not trigger any magical effect that would normally react to your presence, such as alarm or glyph of warding, though you can still activate spells that trigger when read (such as explosive runes or symbol of pain).

At any point, you may temporarily suppress the effects of this spell as a free action. As long as the spell’s duration has not expired, you may subsequently return to your imperceptible state as a standard action.
Inspiring Knight

You wear shiny armor and can persuade ordinary men that going into battle at 5 AM is better than staying asleep in a warm bed. You're very impressive and get a +2 bonus to charisma as you come to accept just how awesome you are. Also, any morale penalty or bonus you hand out has its value increased by 2.
Knight of the Iron Glacier
You're one cold motherfucker. In fact, you're so cold, you can ice over any clothing or armor you wear as a full-round action, granting it the special properties of a Rime Hauberk. This increases the Armor Bonus by 3, at the cost of another 2 Armor Check and Armor Stealth penalty. The ice also lets you float in water. The ice can be discarded with another full-round action, reverting your armor back to its usual properties.
You also get either a magic Ice Aegis or a Freezing weapon (Book of Gears property) as a badge of office. You're immune to cold.
Last edited by Maxus on Thu Sep 18, 2008 3:52 am, 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 Aktariel »

What news, Surgo?
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Post by Surgo »

I seriously don't have time to transcribe the stuff. If you want to put all the stuff slated for inclusion / fixing in, that would be great. Just send me the sources afterwards; I can just run the makefile on it when you're done and upload the resulting PDF.
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Post by Judging__Eagle »

Some stuff that I don't know if it was added or not:

Frank's Shadowcaster:

http://www.tgdmb.com/viewtopic.php?p=53397
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Post by Maxus »

Well, just found something.

The entry for Dungeon Veteran doesn't explain Dramatic Attack. It's listed on the table, but don't get an explanation further down.

Text is as follows:
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.
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 Aktariel »

I'll take a stab at it, when I have some free time. I've been sick, and having family emergencies... not a good month. Be a while before things get less busy.

Anyway, I wouldn't include Frank's Shadowcaster for the same reason that I wouldn't include the Bard: It's unfinished, and therefore essentially unplayable at this point.

Maxus: What class is this?
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Post by Maxus »

Aktariel wrote:I'll take a stab at it, when I have some free time. I've been sick, and having family emergencies... not a good month. Be a while before things get less busy.

Anyway, I wouldn't include Frank's Shadowcaster for the same reason that I wouldn't include the Bard: It's unfinished, and therefore essentially unplayable at this point.

Maxus: What class is this?
The Dungeon Veteran. It's in the Dungeonomicon. Located under "Martial PrC's" in the pdf.
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 Bigode »

Aktariel wrote:Anyway, I wouldn't include Frank's Shadowcaster for the same reason that I wouldn't include the Bard: It's unfinished, and therefore essentially unplayable at this point.
A lot of what you insisted about including fits the same ...
Hans Freyer, s.b.u.h. wrote:A manly, a bold tone prevails in history. He who has the grip has the booty.
Huston Smith wrote:Life gives us no view of the whole. We see only snatches here and there, (...)
brotherfrancis75 wrote:Perhaps you imagine that Ayn Rand is our friend? And the Mont Pelerin Society? No, those are but the more subtle versions of the Bolshevik Communist Revolution you imagine you reject. (...) FOX NEWS IS ALSO COMMUNIST!
LDSChristian wrote:True. I do wonder which is worse: killing so many people like Hitler did or denying Christ 3 times like Peter did.
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Post by AlphaNerd »

I've got a couple of minor issues, which I catch basically every time I read more than a few pages.

Cloud Kill on pg 244 in the intro to the book of gears needs to be italicized; use \spell{Cloud Kill}

Guaranty on pg 245 in "A little note on XP costs" is misspelled.

Problems with " instead of `` on pages 246 and 247 (in Steady State 2 and Attenuating advancement). "Stale" and "nearly steady state" are the errors.
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Post by Aktariel »

Bigode wrote:A lot of what you insisted about including fits the same ...
Such as? Meteor Ninja is done, Koumei's magic items are done, the Tome weapons that are done are usable, and the Tome feats would need to be vetted carefully for inclusion, but I don't see much else...
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