Roleplaying in the Nippon-Ichi verse

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Username17
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Post by Username17 »

N-I ClassAssassinKnightMonkSamuraiJesterFire MageGreen MageSnowscaperWhite MageTotemistOther?
Brawler X
Fighter X
Cleric X
Red Mage X
Red Skull X
Blue Mage X
Blue Skull X
Green Mage X
Green Skull X
Star Mage X
Star Skull X
Thief X
ArcherX
Geo Master X
Heavy Knight X
Magic Knight X X X X
Masked Hero X X
Monster Tamer X
NinjaX X
Samurai X
Berserker X X
Cheerleader X X
Shaman X
Sinner X
GunnerX
ScoutX X
Succubus X X
Orc X X
Marionette X
Alraune X
MothmanX X
Nekomata X X
Ghost X X X X X
Angel X X

So off hand, I see a need for:
  • A Star Mage Class o some kind
  • The Barbarian I guess
  • Something Geo-Changing. Maybe Elementalist? Maybe some kind of Scout/Ranger?
Making the class list too long makes things more complicated. Sure, you could let Idol Singers be represented by Martials, but that's one more class to keep track of and really isn't necessary. Less really is more.

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Post by Koumei »

Yeah, I was tempted to add something, or even a short Prestige Class, to cover the Idol Singer/Cheerleader/La Pucelle Character/Makai Cleric*/Beast Tamer that focuses on buffs, but decided there's no need. It adds more clutter, and ultimately no-one wants to play Buffy the Vampire Buffer anyway.

I figure Barbarian is in, for Orcs primarily (but also Berserkers and a multiclass option for Nekomatas, Brawlers and Beast Tamers).

Fuck, I could swear I saw a Force effect mage and decided "Yeah, that'll do for Star Mage!" Lemme' check... Ah yes. This. Good enough? I only glimpsed through so...

Elementalist can do fine for Geomancer (as well as for generic Elemental spellcasters, too).

So, the thing I did on Pistols, are they good enough that they can slot in there alongside rapiers, longswords, longbows and spiked chains at early levels and then... have magic versions later on?

Oh, and Chaingun or Bazooka: which is cooler to have as a Moderate Magic Weapon?

*Clerics in Makai Kingdom are used to cast Braveheart on your key strikers. Nothing else. You may wish to have 2-3 Strikers and the rest of your core team consist of nothing but Braveheart-casters.
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Post by Username17 »

I'm not sure that wizard really gets the point across. It's basically an all-telekinesis all-the-time class after the first couple of levels. I'm not sure that shooting a continuous stream of swords out of a box at enemies is really going to get the "feel" of the Star Mage. I see a Star Mage as really being more of a shooting deadly lasers at enemies followed by opening up portals into space to drop meteors on people thing.


The Star Mage
I will open a gate to the farthest reaches of the deepest netherworld, and you will gaze upon the face of the first and last being. And it will not go well for you.

Image

Star Mages use the inexplicable elemental magic of "Star." It is the harsh light of space and also that which existed before matter. The great sages of the Star Mages say that it will persist long after matter itself is a distant memory.

Star Mages are distant and anti-social compared with other mages.

Playing a Star Mage: The Star Mage is a user of magic, and that magic is based on Intelligence. Star Mages also have access to a number of secondary abilities that revolve around Wisdom. These abilities help them become creepier and more in to crazy space stuff. Star Mages have a strong tendency to use staves.

Starting Age: As Wizard
Starting Equipment: 5d4x10gp
Alignment: Star Mages are totally inscrutable and come from every alignment.

Hit Die: d6
Base Attack Bonus: Poor (as Wizard)
Good Saving Throws: Will
Skill Points: 2+Int
Class Skills: Concentration, Craft, Diplomacy, Jump, Knowledge (Any), Heal, Search, Sense Motive, Spot, Survival, Use Magic Device.
Level:Abilities:
1:Baleful Glare, Light, Star Magic, Ray of Light
2:Attune Form, Armor Break, Day Break
3:Searing Light, Dimension Hop
4:Silent Image, Wrath of the Heavens
5:Cryptic Demands, End of Sight
6:Contact Other Plane, Tenuous Sanity, Draining Light
7:Dimension Door
8:Flashburst, Delaying Light
9:End of Life
10:Aid From Beyond, Resist Break
11:True Seeing
12:Gateway
13:End of Hope
14:Prismatic Spray
15:End of Time

Class Feature

Weapon and Armor Proficiency: Star Mages are proficient with Simple Weapons. A Star Mage's Spell-like abilities suffer from Arcane Spell Failure if they are wearing armor with which they are not proficient. A Star Mage may add the masterwork or enhancement bonus (if any) of any staff they are wielding to any attack or damage rolls they make with their Supernatural and Spell Like abilities.

Baleful Glare (Sp): The Star Mage can as a standard action blast a target with inerrant light that sears them to their core. The Baleful Glare always hits and has a Medium range. It inflicts d8 + Wisdom Modifier damage, +1 damage/level. The target can make a Fortitude Save Partial to halve the damage.

Light (Sp): The Star Mage can use Dancing Lights and Glowing Orb at will. The Star Mage can have a number of total light sources sustained equal to her Wisdom Modifier. If she creates another one when she has the maximum number, one light source of her choice winks out. Each light source is otherwise permanent. The Glowing Orbs do not require glass spheres to be provided for them.

Star Magic (Ex): The Star Mage is an Intelligence based spellcaster. The Star Mage's Save DCs on any of their Spell Like and Supernatural abilities is 10 + 1/2 Level + Intelligence Modifier. For purposes of activating magic items, the Star Mage is a Wizard.

Ray of Light (Sp:) A Star Mage can use ray of light (Spell Compendium) as a standard action at-will.

Attune Form (Sp): A 2nd level Star Mage can cast attune form at will.

Armor Break (Sp): A 2nd level Star Mage can phase a target's armor away. As a standard action, the Star Mage can make one target creature within Short Range glow as per fairie fire for one turn. During that period, all attacks against them are resolved as touch attacks.

Day Break (Sp): A 2nd level Star Mage can awaken any sleeping creature within short range as a move action. From 6th level on, this can be done as a Swift action.

Searing Light (Sp): From 3rd level on, a Star Mage can cast searing light as an attack action.

Dimension Hop (Sp): A 3rd level Star Mage can teleport themselves as per a greater dimension door (Spell Compendium) effect that was always on (with themselves as the only target).

Silent Image (Sp): Beginning at 4th level, a Star Mage can use silent image at-will.

Wrath of the Heavens (Sp): When a 4th level Star Mage uses Baleful Glare, they may target a number of enemies with it equal to their level.

Cryptic Demands (Ex): A 5th level Star Mage can use their Intelligence modifier in place of their Charisma for purposes of Minions. Also, they can use Knowledge (Planes) in lieu of Diplomacy when dealing with Elementals and Outsiders.

End of Sight (Sp): A 5th level Star Mage can create a 20' radius burst of light anywhere out to Medium range. Any creatures within the burst must make a Fortitude save or be blinded for 2d8 rounds.

Contact Other Plane (Sp): A 6th level Star Mage can use contact other plane once per day for each point of Wisdom modifier they have. Their Caster level must be no worse than 1 less than the Sanity DC of the plane to be contacted.

Tennuous Sanity (Ex): A 6th level Star Mage does not lose mental stats, whether from damage, drain, or other effects. Also they are immune to the confused and dazed conditions.

Draining Light From 6th level on, any target who fails their save against the Star Mage's Baleful Glare also suffers 4 points of Strength Damage.

Dimension Door (Sp): A 7th level Star Mage can cast dimension door at will.

Flashburst (Sp): An 8th level Star Mage can use flashburst (Spell Compendium) at will.

Delaying Light: From 8th level on, any target who fails their save against the Star Mage's Baleful Glare is also slowed for 1 round.

End of Life (Sp:) As a standard action, a 9th level Star Mage can target an enemy within medium range and cause them to die. The target makes a Fortitude save, and if they fail they are dead. This is a [Death] effect. Even if they survive, they still suffer 1d8/2 levels in damage.

Aid from Beyond (Sp:) Once per day, a 10th level Star Mage can summon a rampaging monster from the far realm. It fights her enemies and breaks stuff for an hour and then vanishes. The far realm beast has a CR lower than the star mage's level.

Resist Break (Ex:) From 10th level onwards, creatures who have Spell Resistance or Energy Resistance have those abilities negated for 10 combat rounds if they fail a save against Baleful Glare.

True Seeing (Sp:) An 11th level Star Mage benefits from true seeing at all times.

Gateway (Sp:) At 12th level, a Star Mage can open up the portal version of gate a number of times per day equal to her Wisdom modifier.

End of Hope (Sp:) A 13th level Star Mage can open up a vortex within Long Range that transports all creatures within a 30' burst from its center to the far reaches of the multiverse. Creatures are entitled to a Will Save to avoid being banished to a plane of the Star Mage's choice. At the Star Mage's option, any creature so transported can be returned to the point they were before the vortex opened with a Swift Action.

Prismatic Spray (Sp:) A 14th level, a Star Mage can use prismatic spray at will.

End of Time (Sp:) A 15th level Star Mage can open up a rift to the very end of everything, causing the very ultimate of termini to be unleashed upon those underneath its dread regard. The Star Mage chooses a spot within long range and a column 40' in radius and 120' high erupts in doom. All creatures (even undead and constructs) within that area must make a Fortitude Save or Die. Those who pass their save merely suffer 1d6/level in damage.
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Post by Koumei »

Actually yeah, on closer look it is more a Telekinesis Mage than a Pew Pew Pew Lasers Mage. The one you made specifically for the class fits better, as would be expected. Also, poor Tink in that picture.
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Post by Username17 »

So... you need a Geomancer? Something to fuck with geo panels, I'm thinking. And I'm basically serious about that because D&D is played on a board with squares. Literally a battleield controller who fights by putting dangerous things in squares.

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Post by Koumei »

I suppose it can't hurt to include. And it could probably be transferable to normal D&D as a sort of Wall Mage.

I'll type something up. Then if you think it doesn't work too well, you can suggest changes or make one up in like 2 minutes as you seemingly did with the others.
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Post by Koumei »

Geomancer
"Heheh, you activated my trap card, butt-munch."
Image
Geomancers are people who are in touch with nature and the elements in a bizarre fashion. They become one with the world such that they needn't fear thorns and fire, and can also change the very landscape to suit them, generally so that it hurts other people.

The Geomancer is the kind of class for people who think "Wall of ____" is an awesome Wizard spell and love setting up Black Tentacles + Stone Spikes + Acid Fog combinations. So, clever people and jerks.

Playing a Geomancer: The Geomancer is a user of magic, and that magic is based on Wisdom. They also tend to be a huge pain, so enemies try to kill them first, as such a good Dex or Con will not hurt. Geomancers often use Staves or Crossbows.

Starting Age: As Wizard
Starting Equipment: 5d4x10gp
Alignment: Geomancers can be any alignment, though there is an incorrect belief that they tend towards Neutrality. That's Switzerland they're thinking of.

Hit Die: d6
Base Attack Bonus: Poor (as Wizard)
Good Saving Throws: Fort and Ref
Skill Points: 4+Int
Class Skills: Balance, Climb, Concentration, Craft, Jump, Knowledge (Any), Heal, Sense Motive, Spot, Survival, Tumble
Level:Abilities:
1:Hard Feet, Hot Feet
2:Entangling Floor, Cold Feet
3:Vertigo Field, Melting Feet
4:Stone Spikes, Levitation
5:Clear the Field
6:Walls of Fire and Ice
7:Zapped Feet
8:Soothing Floor
9:Icky Feet
10:The Floor Is Lava
11:Heavy Feet
12:Tangled Feet
13:Absent Feet
14:Freedom of Movement
15:Power of the Prism

Class Features

Weapon and Armor Proficiency: Geomancers are proficient with Simple Weapons and Light Armour. A Geomancer's Spell-like abilities suffer from Arcane Spell Failure if they are wearing armor with which they are not proficient. A Geomancer may add the masterwork or enhancement bonus (if any) of any staff they are wielding to any attack or damage rolls they make with their Supernatural and Spell Like abilities.

Hard Feet (Ex): Geomancers are totally at home in natural environments, even really jacked up ones. They ignore naturally occurring difficult terrain and don't take damage from crap like thorns. They are also unaffected by their own area of effect powers with the exception that they cannot move through physical barriers they create, and their attacks are still blocked by the other Feet abilities.

Hot Feet (Su): Geomancers start with the ability to make nearby ground glow with red light and warmth. As a Standard action, they may select a number of contiguous 10' tall 5' squares up to their hit dice, all within Medium Range, and affect them with the red glow. This lasts for one round per level. Nonmagical ranged attacks that cross any of these squares burn up uselessly. Anyone entering any of these squares takes 1d8 Fire damage per level (Ref half).

Entangling Floor (Sp): starting at second level, Geomancers can cast Entangle at will, though only one such effect may be active at a time.

Cold Feet (Sp): starting at second level, Geomancers may cast Path of Frost (Dragon Magic) at will, though only one such effect may be active at a time.

Vertigo Field (Sp): at third level, Geomancers gain the ability to cast Vertigo Field (PHB 2) at will, though only one such effect may be active at a time.

Melting Feet (Su):at third level, Geomancers gain the ability to make nearby ground glow with orange light and pain. As a Standard action, they may select a number of contiguous 10' tall 5' squares up to their hit dice, all within Medium Range, and affect them with the orange glow. This lasts for one round per level. Magical ranged attacks that cross any of these squares are harmlessly dissolved. Anyone entering any of these squares takes 1d8 Acid damage per level (Ref half). This may not be active at the same time as Hot Feet.

Stone Spikes (Sp): starting at fourth level, Geomancers can cast Stone Spikes as an Immediate action at will, however the effects only last until the beginning of their next turn.

Levitation (Su): starting at fourth level, Geomancers levitate, hovering above the ground. They may also Levitate at will as per the spell.

Clear the Field (Sp): fifth level Geomancers gain the ability to cast Dispel Magic, with no limit to the Caster Level bonus, however it only targets spells with an area of effect, or that target and alter the terrain, not spells targeted at creatures.

Walls of Fire and Ice (Sp): sixth level Geomancers learn how to cast Wall of Fire and Wall of Ice, both as Immediate actions, but the effect will only last until the beginning of their next turn.

Zapped Feet (Su):at seventh level, Geomancers gain the ability to make nearby ground crackle with yellow light and electric sparks. As a Standard action, they may select a number of contiguous 10' tall 5' squares up to their hit dice, all within Medium Range, and affect them with the yellow glow. This lasts for one round per level. Poisons, Gases and Petrification effects cannot pass these squares, crackling away harmlessly. Anyone entering any of these squares takes 1d8 Electricity damage per level (Ref half). This may not be active at the same time as Hot Feet or Cold Feet.

Soothing Floor (Su): starting at level eight, Geomancers may lay down a 20' by 20' patch of glowing energy within Short range as a Swift action. This lasts for three rounds, and anyone who enters any of the squares immediately regains 3d6 HP plus the Geomancer's Wisdom modifier. Only one of these squares may exist at a time.

Icky Feet (Su):at ninth level, Geomancers gain the ability to make nearby ground bubble with green light and fumes. As a Standard action, they may select a number of contiguous 10' tall 5' squares up to their hit dice, all within Medium Range, and affect them with the green glow. This lasts for one round per level. Breath Weapons cannot pass these squares, consumed harmlessly. Anyone entering any of these squares is Poisoned (DC 10 + half HD + Wis, Damage: Instant Death, 1d6 Con damage on a successful save, no secondary damage). This may not be active at the same time as Hot Feet, Cold Feet or Zapped Feet.

The Floor Is Lava (Sp): tenth level Geomancers gain the ability to cast Transmute Rock to Lava (SC) at will.

Heavy Feet (Su):at level eleven, Geomancers gain the ability to make nearby ground pulse with blue light. As a Standard action, they may select a number of contiguous 10' tall 5' squares up to their hit dice, all within Medium Range, and affect them with the blue glow. This lasts for one round per level. Divinations and Mental Attacks cannot pass this barrier. Anyone entering any of these squares is permanently turned to stone (Fort negates). This may not be active at the same time as Hot Feet, Cold Feet, Zapped Feet or Icky Feet.

Tangled Feet (Su):at level twelve, Geomancers gain the ability to make nearby ground shimmer with indigo light. As a Standard action, they may select a number of contiguous 10' tall 5' squares up to their hit dice, all within Medium Range, and affect them with the indigo glow. This lasts for one round per level. Spells cannot pass this barrier, as though it were an anti-magic field. Anyone entering any of these squares is permanently turned insane as per Insanity (Will negates). This may not be active at the same time as Hot Feet, Cold Feet, Zapped Feet, Icky Feet or Heavy Feet.

Absent Feet (Su):at level thirteen, Geomancers gain the ability to make nearby ground warp and waver with violet light. As a Standard action, they may select a number of contiguous 10' tall 5' squares up to their hit dice, all within Medium Range, and affect them with the violet glow. This lasts for one round per level. All spells, objects and effects passing through are destroyed and have no effect. Anyone entering any of these squares is banished to another plane (Will negates). This may not be active at the same time as Hot Feet, Cold Feet, Zapped Feet, Icky Feet, Heavy Feet or Tangled Feet.

Freedom of Movement (Su): starting at level fourteen, Geomancers benefit from Freedom of Movement at all times.

Power of the Prism (Su): fifteenth level Geomancers may mix their fields of Feet up with any of the colours when creating them, in effect being able to activate all at once, but still with the same pool of contiguous squares. Additionally they may cast Prismatic Wall as an Immediate action at will, though the effect ends at the start of their next turn.
Last edited by Koumei on Wed Sep 01, 2010 6:18 pm, edited 5 times in total.
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Post by Username17 »

That geomancer picture, while boobtacular, does not actually appear in the forum.

Maybe something hidden in spoiler blocks?
Image
As for mechanics, I figure that basing it on Prismatic Wall makes a lot of sense.

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Post by Koumei »

Hmm, good idea. So as a basic rundown, what I'm thinking is:

Immunity to regular natural terrain shit like a Totemist/Druid
Immunity to his own magic terrain effects
The ability to dispel terrain effects/dispel shit in general
Trapfinding maybe? Note to self: put Search and Disable Device on Skill list if so
The ability to set walls up
The ability to just make squares have the effects
Stone Spikes, Thorns etc.
Maybe a "Fuck you, you can't fly over my lovely geo map" ability?
A few other random annoying area things like The Floor Is Lava, Entangle and Vertigo Field.
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Post by Starmaker »

The pic appears fine, just remove the "?Final+Fantasy+Tactics" bit at the end of the link:
Image
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Post by Username17 »

Starmaker wrote:The pic appears fine, just remove the "?Final+Fantasy+Tactics" bit at the end of the link:
Image
Actually, that doesn't hotlink properly either, and forum displays as a blank square.

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Post by Koumei »

Pic changed for now, to the one Frank used.

Also, the class is up. I feel the only problem may be keeping track of everything on the map, but seeing as there's a hard limit to the number that can be up at a time, the player could just draw up little coloured squares for the effects and place them, so everyone can see where they are. And then a player can know "I can't cast another ___, my cut-out for that is already on the table."
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Post by Zeir »

In a few of the abilities, it references a warm feet ability, but I can't find it. Did you mean cold feet, or one of the other feet abilities? Or am I really, really blind?
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Post by Koumei »

Yeah, Cold Feat. Fixed now.
Last edited by Koumei on Wed Jun 30, 2010 10:28 am, edited 1 time in total.
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Post by virgil »

Do the geomancer's feet powers only extend 5' up from the ground?
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Post by Koumei »

Hmm, good question. I suppose there are three ways to do it:
1. Only 5', as it's the square that matters
2. Some random height similar to Wall of _____ spells
3. Like old property laws - all the way up

What would be best?
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Post by Quantumboost »

"All the way up" is going to need some limitation anyway, otherwise you have effects extending into space. I'm personally partial to the "same as walls" option.

Also: A Geomancer is immune to their own area-effect powers. Does that mean that they can they walk right through a wall of ice they created? If walls don't count as area-effect abilities, are they still harmed by their walls of fire?
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Post by Endovior »

I'd say that being 'unaffected' by a wall of ice still doesn't let you walk through it... it's a physical barrier, after all. It'd mean that if the wall was broken, you wouldn't take damage from the subsequent barrier of frozen air, but that's all. In any event, neither outcome is especially relevant... a geomancer's walls are immediate action effects that only last until the start of his next turn. Likely as not, he'll normally be using the effect either on the end of his turn or during someone else's turn, thus not having a chance to move through it. Not that he couldn't cast it at the beginning of his turn and then potentially be inconvenienced by it... but there's really no reason to do that, since it's an effect that you can summon whenever for no effort.

On the other hand, a wall of fire is functionally the same kind of effect as any of the geomancer's floor-tile powers; the only real difference is that a wall of fire is vertical instead of horizontal. If the geomancer is immune to the one, being immune to the other isn't at all unusual.
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Post by Archmage »

I take it this means you aren't going to actually use Disgaea-style geo effects, where there exist glowing zones powered by little prisms that grant everyone in said glowing zone bonuses or penalties? Though having the ability to create battlefield control zones that manifest as glowing spaces on the ground is pretty similar, having pre-existing geo panel setups and actually requiring the players to navigate them in some encounters could be interesting. I suppose it depends how much you want to cling to the source material; if you don't want people doing things like shooting geo prisms to turn off the enemy's regeneration floor or whatever then skipping that kind of thing is logical.

A lot of the in-game geo effects would translate reasonably well, although others definitely would not.
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Post by Koumei »

Okay, I'll go clarify things in the post, but...

1. I'll make it just 10' high, meaning a crazy Monk jump can clear it and fliers don't give a shit unless charging.

2. I'll specify they can't move through solid barriers they create, and their attacks are still affected by the square effects, but they take no other effect such as Entanglement, Poison or damage.

3. No, I don't intend on using actual Geo-map puzzles. They're annoying enough in the vidya game, let alone with all little tiles on a tabletop that gets bumped about, with constant colour changes. Though I may very well include, in places, Geo-Pyramids (25 Better Vidya Game Magic Items).
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Post by Koumei »

Done.

Also, for my own future reference as much as anything else, special magic items that I might just hand out with no rhyme or reason:

Chocolate (consumable)
This delicious sweet has two effects. To non-Humanoids, it is treated as a poison (ingested, 1d6 Con/1d6 Con). To anyone it grants a +4 Morale bonus on Will saves, Reflex saves and Caster Level checks to beat Spell Resistance for one hour. It is also addictive - make a DC 15 Will save after the hour is up or take a -2 Morale penalty on the above actions for one hour.
Available right off the bat
Chocolate Cake (consumable)
This cake is delicious, but very filling. It provides 5 Temporary HP per HD which last for one hour or until used up or replaced by new Temporary HP, as well as granting Fast Healing 1 for one minute, but causes the consumer to feel bloated, counting as Sickened for half an hour.
Available starting level 3
Carrot Cake (consumable)
This cake is still delicious, but slightly healthier than Chocolate Cake. It restores 1d4 HP per HD to the consumer.
Available starting level 3
Teacake (consumable)
Anyone who eats this delicious, sticky cake becomes immune to the following for the next hour: Poison, Disease & Ability Damage. They will also be cured of any of those conditions.
Available starting level 5
Cheesecake (consumable)
Anyone who eats this incredibly light dish gains the ability to Fly for the next hour (as per the spell), and also gains a +4 Morale bonus on all Saving throws, Attacks and Damage rolls for the same duration. This effect may be ended at any point to use an ability bestowed by any [Combat] feat the character does not possess, even if they lack the BAB for that ability.
Available starting level 7
Mille Feuille (consumable)
Whoever eats this light dessert will become insubstantial, similar to a shadow or a ghost. They may move unimpeded through physical barriers, fly, and cannot interact with the real world (or vice versa), although they can see and hear just fine - and be seen and heard. This lasts for one hour.
Available starting level 7
Green Teacake
Whoever consumes this is filled with healing energy, receiving both a Heal and Regenerate effect. Furthermore, if they are slain during the next minute, they are instantly brought back to life with no Level Loss.
Available starting level 10
Strawberry Cheesecake (consumable)
The consumer of this cake is surrounded by an aura of love and desire for the next hour. All within 30 feet of them feel quite happy (gaining a +3 Morale bonus on all Attack rolls, Skill checks and Saving throws), but must make a Will save (applying the bonus as a penalty instead) or be Charmed by the consumer, and treat their every word as a Suggestion (with a save each time). Once someone passes their save against the Charm effect, they are immune for the rest of the duration. Any effects still apply after they leave the aura.
Available starting level 10
Seven Layer Cake (consumable)
Eating this cake bestows a Prismatic Aura effect on the consumer, lasting for ten minutes.
Available starting level 11
Pavlova (consumable)
Whoever eats this gains a Flight speed of 250' (Perfect), as well as Regeneration equal to the their HD (overcome by Fire). Additionally, all of their allies within 100' benefit from this as well - although the effects will end for the allies as soon as they leave the area. These effects, for the consumer, last for ten minutes.
Available starting level 13
Angel Soufflé (consumable)
Whoever eats this light, delicate dessert dish transforms into a Solar for 5 rounds, without the Cleric spellcasting ability (but retaining the Domain powers). This is complete character sheet replacement - they do not keep any of their own equipment, feats, skills, spells, teeth, hit points or ability scores. Every single aspect except for their memory and personality is changed. After the five rounds, they change back completely.
Available starting level 17
Remote Control
Major Magic Item (level 10)
This is a bulky handheld device with a long antenna, used for affecting people's brains and controlling mechanical things.

+1 Enhancement to Intelligence per 3 levels
Each of the following can be used as Supernatural abilities (Int-based) once per minute:
[*]Dominate Monster (lasts three rounds, ignores immunity to [Mind Affecting] effects)
[*]Parboil
[*]Confusion (ignores immunity to [Mind Affecting] effects)
Sexy Underwear
Moderate Magic Item (level 5)
This lacy, skimpy garment is a lot like statistics: what it reveals is significant, but what it hides is more important.

+1 Enhancement bonus to Charisma per 3 HD
A variety of Supernatural abilities are granted, each once per day, based on the Hit Dice of the wearer:
HD:Spell:
3Entice Gift
6Torrent of Tears
9Greater Rebuke
12Endless Slumber
15Dominate Monster
18Wrathful Castigation
20True Domination

Gatling Gun
Moderate Magic Weapon (level 8)
Requires Simple Weapon Proficiency
This device must be carried in both hands when activated, requiring a Full Round action to do so. It then fires for that entire round, and the next two rounds (Standard actions are required to keep control of it for this duration) before finally running out of ammunition. Each round of use, one target of choice within 60' takes 1 hit per 3 levels that each deal 4d6 Piercing damage (Ref negates). For every save passed, the next target behind them (providing they are also in range) is hit and must save, and so on until you run out of targets/range/hits.

Once it runs out of ammunition, it takes only 10 minutes to make a new chain of ammunition, and a Standard action to load in.
Geo Pyramids
Immobile, not available for use
These strange objects are a true mystery. Some believe they are made by druids wishing to alter the very world they walk upon, whereas others believe they just grow. It looks like no-one will ever be able to figure it out.

Appearance: A coloured, crystal-like d4, basically. About 1' tall.

Effect: Each pyramid grants a different effect, however it always extends to all creatures in a 30' radius of the pyramid (including itself). Multiple pyramids with a shared area grant all effects. If a pyramid is destroyed (automatic hit, 25 HP, Hardness 10), all pyramids that share an area of effect with it are automatically destroyed as well.

Red: Every round, all living creatures in the area take damage equal to their HD as blood seems to burst from their body towards the pyramid. If destroyed, all in the area take 3d6 Fire damage (Ref half).

Blue: Dimensions and reality flicker around the pyramid, allowing everyone in the area to Dimension Door to anywhere else in the area as a free action once per round. If destroyed, all in the area take 3d6 Cold damage (Fort half).

Green: Pulses of magical energy emanate forth, causing people to blink in and out of reality. All attacks, spells and effects have a 50% miss chance. If destroyed, all in the area take 3d4 Sonic damage (Fort half).

Yellow: Energy crackles, randomly enhancing the power of attacks. Any critical threat is automatically confirmed, for maximum damage. If destroyed, all in the area take 3d6 Electricity damage (Ref half).

Cyan: pale energy flows outward into all creatures. All creatures in the area gain Fast Healing 5 while they remain there. If destroyed, all in the area take 3d4 Divine damage (Will half).

Magenta: particles of light zoom about the area, making everything faster. Anyone who begins their turn in the area is Hasted until the start of their next turn. If destroyed, all in the area take 3d4 Acid damage (Fort half).
Magic Wand
Moderate Magic Item (level 9)
This is a Magic Light Mace
A Red Mage, Blue Mage, Green Mage or Star Mage may add its Enhancement bonus to the Attack and Damage rolls of their Supernatural and Spell-Like abilities.

Appearance: A 2' long, 1" diameter stick, pink in colour, with a winged red heart at the end. Small ribbons flow from the heart, and it radiates magic.

Effect:
There are several uses of this wand.
1. It can cast the Shadowspray spell at will, except spraying brightly coloured ribbons.

2. As a standard action at will, it can fire a stream of exploding pink hearts, functioning as a Scorching Ray (CL 11) spell. The target(s) must also, if hit, make a Will save (DC 10 + half the user's level + her Charisma modifier) or be Charmed for 1 minute.

3. It may cast Hypnotic Pattern once per hour.
UFO-Yoink!
Moderate Magic Item (level 6)
This most strange of devices was made to assist thieves. Presumably. It is shaped like a saucer, except tall, and with little glowing windows on it. It appears that occasionally, very small faces appear, similar to bodaks.

The UFO-Yoink has to be wielded in one hand. As an attack action, it can be hurled within 30 feet. A ranged touch attack must be made. If it succeeds, one option may be selected:

[*]A little mechanical arm-claw extends and steals one non-worn item from the target. A worn item may be stolen with a Sleight of Hand check (DC 20 + BAB of the target).

[*]It grows, and captures the target within itself. The target is then damaged, taking 1d6 points of damage, plus sneak attack damage (if the wielder has any). They then emerge prone and shaken (for one minute, in the case of being shake), with no memory of what happened. If a player says "Roll for anal circumference", everyone else may punch them. Hard.
Emperor Drill
Major Magic Weapon
Magic Spear

This is one of the mightiest of all spears. as it does not just stab people. Oh no. The head of this spear is larger than many, and a very smooth, finely pointed cone. It is made of Baatorian green steel, with a diamond tip, and whirls around at a rapid pace.

The powers granted depend on the level of the wielder:
Level 3: Wounding
Level 6: Returning
Level 9: Can be thrown as a 30' line, making an attack against all in area
Level 12: Targets struck must make a Fort save (Str-based DC) or be nauseated for 1 round
Level 15: +3d6 damage
Level 18: Ghost touch, Wounding improves to 2 Con damage
(presumably other, similar ones will be made, for other weapons. Yes, there might even be specialists that, if killed with the weapon, make the weapon better. I haven't decided yet.)

Aid Rod
Minor Magic Item (level 3)
This is a magenta coloured stick.

[*]Resistance may be cast as a Swift action at will
[*]Guidance may be cast as an Immediate action at will
Aid Staff
Moderate Magic Item (level 7)
Magic Quarterstaff

This is an impressive looking gold and magenta staff. It has a skull at the top, which is odd, given it is not linked to death magic. Maybe it's because it makes people happy, and skulls are always smiling.

The following may be cast at will:
[*]Bull's Strength
[*]Cat's Grace
[*]Bear's Endurance
[*]Fox' Cunning
[*]Owl's Wisdom
[*]Eagle's Splendour
Last edited by Koumei on Thu Jul 01, 2010 2:36 pm, edited 2 times in total.
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Maxus
Overlord
Posts: 7645
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Post by Maxus »

The Magic Wand should be a Light or Heavy mace, not a quarterstaff.

Also, for the hell of it:

http://www.planewalker.com/faceted_sear ... nomy%3A449
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: 13877
Joined: Fri Mar 07, 2008 7:54 pm
Location: South Ausfailia

Post by Koumei »

Okay, changed that.

And... I think it's all done. I can basically start jotting down ideas and NPCs and monsters for the first Chapter (in which the PCs fetch people to bring to totally-not-Etna's magical tea party).
Last edited by Koumei on Thu Jul 01, 2010 2:58 pm, edited 1 time in total.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
Koumei
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Posts: 13877
Joined: Fri Mar 07, 2008 7:54 pm
Location: South Ausfailia

Post by Koumei »

So, the basics...

The game starts at level three because it does. Heck, it means less chance of accidental TPK due to orc-crit, and I don't have to look the PCs in the eye and tell them they're seriously fighting a chair as an appropriate encounter.

I'm not actually banning everything not covered here, as said before, the stuff here is just what's being pimped out. If someone wants to play a Pokemaster they can just do that, and be like Marona (Phantom Brave) or a La Pucelle priest.

Likewise, the chart is there to help show people what represents what. So they can go "I want to be a (thing) from N1 games. Oh, so I would do that by playing a (class)." If they want to do some other combo, they can, it just won't be a typical (thing) and it might not work out so well, depending on what they want to do. For instance, my sister wishes to play, and is thinking of being an Angel Jester (shake up a carbonated acid flask, Fire Trap it, then make a ranged Smite, hurling it at someone's head). That's totally okay.

Blurb thing:
You are a merry troupe of planehopping adventurers trying to get piles of asymmetric power and have fun doing so. Lately, you've been visiting some of the nicer Netherworlds (basically in the abyss).

The game starts with the PCs visiting the famous statue garden of Krotavrick (all people petrified for various reasons, then altered or reposed with magic and tools), and seeing the Overlord of the city, Pretty Demon Queen Vurasel*. She seems fairly distressed over something, and has decided that it was all a random underling's** fault.

Presumably, the PCs will then go see what is up, because PCs tend to go talk to anyone and interfere with the lives of NPCs.

Vurasel is concerned. She was planning this awesome magical tea party in a couple months, but a number of people didn't respond to her letters, and she wouldn't be so gauche as to teleport up and ask them herself. Besides, that might be seen as an attack. The demonic emissaries she sent haven't come back either, maybe getting killed or distracted.

"Wait, you people are adventurers? Then you could go and make sure all the cool people come to her party. I'll give you directions, and if you meet with any success, I'll let you attend too!"

If they get a substantial number of guests, she might give them a nice house to use as a base of operations (a Mordenkainen's Magnificent Mansion, basically), a pile of souls (planar currency for some sweet gear), or a kiss on the cheek (that gives you Basic access to a sphere).

*Totally not Etna
**It's Prinny, dood!
Vurasel is an Empusa True Fiend 5/Beauty Queen 5, who I won't stat out because it doesn't matter. She's not going to hang around with them or anything, but I might stat her up later, should they gain power then decide to stab her in the face. The point is, she's currently a quest-giving talky NPC, and later on will either still be that, or will be unimportant, or will be an enemy, at no point is she a "DMPC".

The Invites:
1. Sir Rusty Donkelheim the 3rd, an Iron Knight (human knight, low level) who must protect a magical spring. He needs to be convinced that this isn't some elaborate scheme to take it over and a temporary guardian of some reliability must be found.
[*]On the way there the party must fight some mook-type enemies. Maybe actual groups of Minions. Or maybe they'll be challenged to a dance-off or something.
[*]Ways of proving it's not a trap could be by Diplomatising him, or passing the bill [Make Vurasel swear it's not a trick, on pain of her dirtiest secrets being made public]
[*]Suitable guards could be to make a very scary scarecrow, to actually dive deep into the spring and convince an inhabitant (mermaid or something) to guard it, or to go to the nearby base of (whatever things they fought on the way there), beat the leader up, then seize control of those minions and force them to guard.

2. This black dragon (age depends on level the PCs are at, see: the order they do these things in. Rip straight from the Draconomicon) that lives in a fairly dangerous abysmal swamp. None of the messages had gotten through before now.
[*]Party will discover messages left close to the edge, as though dumped there by irresponsible messengers.
[*]Assassin vines, zombies, war slugs... there could be all kinds of unpleasant things, and even finding their way into the ruins in the middle of the swamp could be a hazard.
[*]They might need to fight this dragon, depending on first impressions and so on. On the other hand, the dragon is easily bribed with gold, anti-fungal creams and incense, because swamps are terrible for that.
[*]Anyone who so much as fucking mentions the production of half-dragons wins a breath weapon to the face.

3. Rodders, A Chain Devil musician who thinks that the Blood War is for the birds, and that some demons are pretty chill, yo. He works at a prison/torture station in Dis, the Iron City, and the main obstacle is getting out without outing him to them as a traitor.
[*]Requires [Open the Gate to Dis] be passed
[*]The inhabitants, if the party is too low in level at the time, are really just Empusae with the Heart in Chains feat.
[*]Disguises are rare in Dis, so they may need to import them from elsewhere. Or they could do something like pretend to be his slaves that he is obviously taking out to butcher. Or something.

4. Some medusas who left Vurasel's employ over artistic differences about how to do the statue garden. Perhaps the medusas need to be convinced that Vurasel and they can still be friends, or that a compromise can be reached.
[*]They live in a tower made out of statues. Getting there involves fighting Cockatrices. Also there is no door. The PCs will need to clamber up and enter through a rooftop hatch. If they can fly, this is no big deal.
[*]The party will probably need to get Vurasel to write an apology to them and send gifts, or they could grab some gifts and pretend they were from her.
[*]One of them is constantly going to be sizing the PCs up, taking their measurements, asking them to stand "just over there for a moment" and so on, ready to turn them to stone. One is particularly bitter about the whole thing and may need to be fought or sweet-talked. The third is easygoing and eager to make amends.
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A Man In Black
Duke
Posts: 1040
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Post by A Man In Black »

Koumei wrote:The game starts at level three because it does. Heck, it means less chance of accidental TPK due to orc-crit, and I don't have to look the PCs in the eye and tell them they're seriously fighting a chair as an appropriate encounter.
Why not? That sounds like a perfect way to set the tone for a Disgaea game.
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