WiP: DisgaeaGame Revised (still 3.X)

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OgreBattle
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Post by OgreBattle »

You could make the gunner more tech oriented like an EDF soldier or luck manipulation like the titty cowgirl, while archer plays up the "one with the wind" angle and flat chested.
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Post by Koumei »

And there will be two factions forever at war: those of the mountain, and those of the plains.
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Post by Username17 »

You certainly can have as many advanced classes as you want. Nothing is going to stop you from doing that except maybe boredom caused by infilling. The real question is what an additional class brings to the table.

A Galaxy Mage doesn't inherently do anything that a Prism Mage or a Blue Mage doesn't. Every power, spell, and special ability that the Galaxy Mage has could just be available as selectables a Blue Mage could take. You're putting it out there as a class because people want to write "Galaxy Mage" on their character sheet.

With the Martials it's even starker. The Assassin and the Ninja aren't really different character concepts. The number of Martial advanced classes you choose to support is simply the number you want players to read through in order to feel sufficiently special after making their selection while not being too overwhelmed to make the selection in the first place.

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Post by Koumei »

I guess you're right there. If Galaxy Mage was going to be a thing, it'd be a Prestige Class that basically adds Star Magic and extra flight stuff onto your Prism Mage, or it'd be just a capstone ability Prism Mages simply get. And I guess the Ninja can stay but the Assassin will go, at least for now, on the grounds that there definitely are ninjas in Disgaea, whereas there isn't specifically an "Assassin" class (instead people can argue about half a dozen classes do the "Assassin" thing: ninja, moth, masked hero, gunner, archer, arguably the samurai and Makai Kingdom samurai slumbercat).

I do want players to feel special when they take things, so I might just make stuff as it suits me and as I feel like it and see what it looks like from there.

I'm trying to at least partially have a lot of the advanced classes use different mechanics based on the previous "Everyone works differently" discussions - so the Samurai builds Bushido by fighting in one-on-one, the Berserker builds up Rage Points by hitting lots of enemies and taking damage, and the Prism Mage uses MP and so on.

Basic Classes and Advanced Races will probably both use a general mix of at-will and "This ability is X/day" stuff, as a way to A) reduce the book-keeping when your race and class both put meaningful stuff on the table, B) make minions piss-easy to resolve, and C) save myself some work. Oh and I suppose D) make it so no Advanced Race + Basic Class combination is inherently better or worse by dint of its mechanics meshing.

But in any case where ease of use, lack of inspiration or whatever deems it appropriate, I will just fall back on basic things for classes as the point of this game isn't the specific "Everything is different, you can make it work and also Mearls is a fucking tool".
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Post by Username17 »

If you're going to go the whole multiple resource management systems, you're probably going to want to kick 3e open multiclassing to the curb. And if you're going to do that, you can also and equally kick the entire Prestige Class concept to the curb as well.

The high tier titles can be a chosen upgrade slot at some arbitrarily chosen high level. Say, 15th level or so your Mage becomes a Galaxy Mage, a Purgatory Oracle, a Master Skull, or a Mother Brain. And that's just a package of weird bullshit high level stuff that you can do on top of whatever it would be that you got for going up in level as a Sage or Shaman.

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Post by Maxus »

FrankTrollman wrote:If you're going to go the whole multiple resource management systems, you're probably going to want to kick 3e open multiclassing to the curb. And if you're going to do that, you can also and equally kick the entire Prestige Class concept to the curb as well.

The high tier titles can be a chosen upgrade slot at some arbitrarily chosen high level. Say, 15th level or so your Mage becomes a Galaxy Mage, a Purgatory Oracle, a Master Skull, or a Mother Brain. And that's just a package of weird bullshit high level stuff that you can do on top of whatever it would be that you got for going up in level as a Sage or Shaman.

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Post by Koumei »

FrankTrollman wrote:If you're going to go the whole multiple resource management systems, you're probably going to want to kick 3e open multiclassing to the curb. And if you're going to do that, you can also and equally kick the entire Prestige Class concept to the curb as well.
Fair enough - I had decided we don't need open multiclassing, but I can live without writing Prestige Classes.
The high tier titles can be a chosen upgrade slot at some arbitrarily chosen high level. Say, 15th level or so your Mage becomes a Galaxy Mage, a Purgatory Oracle, a Master Skull, or a Mother Brain.
That sounds reasonable, and retrofitting the currently written classes with that isn't going to be hard.
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Post by maglag »

Koumei wrote: And I guess the Ninja can stay but the Assassin will go, at least for now, on the grounds that there definitely are ninjas in Disgaea, whereas there isn't specifically an "Assassin" class (instead people can argue about half a dozen classes do the "Assassin" thing: ninja, moth, masked hero, gunner, archer, arguably the samurai and Makai Kingdom samurai slumbercat).
Pfftt, we all know that there is only one assassin in Disgaea.

The Angel Assassin.

She sneaks around and heals and summons dragons and suddenly joins your team to better understand your heart and then dies turns into a flower.

And when you notice it, the Angel Assassin has corrupted the core of your soul and you'll willingly sacrifice yourself for her (also throw yourself into a river of lava before but if you have fire resistance no dice).

The ultimate undercover killer, she makes her targets murder themselves while maintaing the image of a naive bimbo!
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Post by Mechalich »

Koumei wrote:
FrankTrollman wrote:The high tier titles can be a chosen upgrade slot at some arbitrarily chosen high level. Say, 15th level or so your Mage becomes a Galaxy Mage, a Purgatory Oracle, a Master Skull, or a Mother Brain.
That sounds reasonable, and retrofitting the currently written classes with that isn't going to be hard.
This makes sense anyway, since generally higher tier classes - with the exception of the mage/skull (because of star magic) don't get anything different as they advance, except access to new evilities in certain iterations.
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Post by Koumei »

Still working on things, just slowly. Berserker is in fact finished, but it can't really be judged independently of Crushing/Polearm/Axe Techs, which are not finished. So it can wait.

But I have gone back and made changes to the Samurai: there are now four Advancement options at level 15, with a few late-game abilities but not changing the class too much - extra options to back up your fancy new class name. I threw a new universal ability into the late levels so it's not all based on your Advancement choice, and to give a boost to Bushido gain to help unleash more high-end abilities. And I remembered to add in the Parry Projectiles ability.

So there's that. Currently I don't quite have enough Evilties that they can necessarily have one per level they want. But I can feature-creep more in as I go along.
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Post by icyshadowlord »

Do you have an up to date PDF lying around for that stuff? I have the old ones, but it looks like a lot of new stuff has come out by now, not to mention any potential errata.

Still wish I had a DM around who could actually run a Disgaea campaign that didn't require me absolutely ruining my sleep cycle...
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Post by Koumei »

No pdf, this is very much a work in progress. Also I'll end up making it as a collection of html pages that link back and forth because that seems like the best way to do it for something that isn't going to be published and sold.
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Post by Koumei »

Okay, here are the Weapon Techniques for Axes and Polearms.
BOULDER CRUSH (Ex)
The warrior delivers a crushing chop, super effective against even the hardest of heads!
With a Standard Action, the character makes a single attack which deals an additional 1d6 damage per level and ignores all Hardness and Damage Reduction. It deals full damage to objects, and any target that is hit but not destroyed is denied their Hardness and Damage Reduction until the end of the character's next turn - during which time another Boulder Crush can extend this further.

AXEMARANG (Ex)
A popular trick amongst Netherworld kids, the warrior throws the axe in such a way that it reverses mid-flight and returns - through someone's face!
With a Standard Action, the character may throw a wielded Axe out to Close Range in a straight line. He makes one attack roll and applies it against the Flat-Footed Armour Class of all in the Line, and everyone hit suffers 1d6 damage per level, plus his Strength Bonus (with no multipliers based on how many hands are used) and Enhancement Bonus to damage. Targets other than the first and last in the Line can gain Cover from the others.

GRAVITON DRIVER (Ex)
A mighty leaping piledriver onto the axe blade through the world's crust... don't lose your head over it.
This attack can be performed either by grabbing a target (Lifting them in a Grapple), or by first hitting them with a melee attack made as a Standard Action. Either way, they follow with a Coup de Grace attempt, even if the target is not in a position to normally be subject to a Coup de Grace. This deals an extra 1d6 damage per 2 levels (round up). The Save DC is, instead of being damage-based, simply 10 + half his level + his Strength Bonus. Whether they survive or not, the target is no longer Grappled afterwards, and lands Prone in an adjacent square.

At levels 12, 16 and 20, the Save DC increases by an extra +1 and the attack deals an extra 2d6 damage.

VIOLENT STORM (Ex)
Moving so fast as to leave a blur, the warrior cuts the enemy into hand luggage.
With a Standard Action, the character attacks an adjacent enemy, who must have an empty adjacent square opposite the attacker (which is to say, the attacker must be flanking the target with an empty square). He is considered to flank the enemy with himself for this attack. If the attack hits, it deals an extra 15d6 damage, +2d6 for each level beyond 12. Upon starting this attack, the attacker gains Concealment (20% Miss Chance) against attacks until the start of his next turn, and may choose whether to end the attack standing in his starting square or the square opposite his target. Whichever he chooses, the other square has a Mirror Image until either it is attacked, the real character is attacked, someone attempts to enter either square, or the start of his next turn.

(If playing around a table, write the chosen square down and do not reveal the answer until the Mirror Image is broken by one of the above triggers.)

OMNICIDE (Su)
The warrior potentially kills everyone at once, that's just how mighty his attacks are.
With a Full Round Action, the character uses his axe to attack everyone he can see. He makes one attack roll, and applies that against the Armour Class of every opponent (and optionally, inanimate objects, which take full damage) within Line of Sight that is not hidden from him. Those hit suffer regular weapon damage (roll once), plus 1d6 per level (roll once), though they can halve the extra damage with a Fort Save (DC 12 + half the character's level + his Strength Bonus).

WORLD SPLITTER (Su)
As it says on the tin, this attack splits the very planet, causing earthquakes and volcanic activity. I hope you're proud of yourself.
With a Standard Action, the character strikes the ground, shattering the earth in a Cone reaching out to Close Range. Until the start of his next turn, all on the ground in the area are unable to move, attack, cast spells or perform similar actions, and casters need to pass Concentration checks (DC 20 + the attacker's Strength Bonus) in order to maintain ongoing spells.

The earthquake also affects terrain in different ways: caves, caverns, buildings, cliffs and tunnels collapse, dealing 1d6 damage per level to all in the area with a Reflex Save for half (DC 13 + half the attacker's level + his Strength Bonus) and pinning creatures beneath the rubble. Creatures on the ground must pass an Acrobatics check (same DC as the Concentration check above) or fall Prone. Random fissures open, with a 25% chance of any creature in the area to have to pass a Reflex Save (same DC as the Reflex Save above) or fall 100' deep into them. Rivers, lakes and marshes have their water drained, and form muddy ground, with soggy area functioning as quicksand for the next 3 rounds. Even structures will sink into the swamp, and creatures must pass a Reflex Save (same DC as the other Reflex Saves) to avoid falling in, being pulled 100' down per round and potentially drowning.

When the earthquake subsides (the beginning of the attacker's next turn), the seismic activity causes lava to burst from beneath the ground: all who remain in the area suffer 25d6 Fire damage, +2d6 per level beyond 16, with a Reflex Save (same DC as above) for half. Those trapped under rubble receive no saving throw, whereas those who are underwater automatically suffer only half damage (but may attempt the Reflex Save anyway if they have Evasion). Everyone who remains in the area suffers 10d6 Fire damage per turn until they leave, or until 3 turns expire, at which point it cools enough to no longer cause damage, but anyone still pinned and trapped inside the lava is encased in solid stone.

DYNAMIC CRESCENT (Su)
A single swing of the axe can be enough to shatter gods, dreams and worlds.
With a Standard Action, the character makes an attack against a target as normal, sweeping his axe in an arc that cannot be stopped. If the attack hits, the target suffers 100 points of damage, plus 25 for every level beyond 16. There is no save against this damage, and it is not subject to Damage Reduction, Hardness or Regeneration: the target just takes the damage if the attack hits. This may be used to target bigger objects than normal, such as "that building", "this mountain", or "the entire length of the wall".

EL DIABLO (Su)
The axe splits through time and space, pulling the victim into a world of hurt. And fiery death.
With a Standard Action, the character makes an attack against a single opponent. They must succeed on a Fortitude Save (DC 14 + half the attacker's level + his Strength Bonus) or be obliterated with nothing remaining - requiring a True Resurrection to bring back. Even if they succeed, they suffer 100 points of damage (of the same type as the weapon itself), and 100 points of Fire damage, with no saving throw, both resisted individually. Additionally, everyone adjacent to the initial target except the attacker must pass a Reflex Save (same DC as the Fortitude Save) or be hit by the burning shockwave and suffer 50 points of damage (of the same type as the weapon) and 50 points of Fire damage.
IMPALER DROP (Ex)
The warrior leaps through the air, hurling her spear through her opponent's head.
This technique uses a Standard Action, but this must take place during a Move Action, after at least ten feet of movement but with at least five feet remaining. The character makes a single attack with her polearm, and on a successful hit the attack adds her bonus on Acrobatics checks to the damage. The enemy is then knocked Prone and she may continue her movement.

From sixth level onwards, the attack may be used as a Supernatural Ability, adding +1d6 damage per 3 levels (round up) and making half the damage Electricity.

POLE CHARGE (Ex)
The spear itself extends in an uncanny way, jabbing the foe from a distance. This opens up new forms of attack.
With a Standard Action, the character unleashes a melee attack out to Close Range. If it hits, it deals an additional 1d6 damage per 2 levels, and can be followed by any of the above as a Swift Action:

1. The attacker may launch away up to her base Movement Speed as though through flight, taking the (now normal-sized) weapon with her.

2. The attacker may shorten the weapon, dragged to a square adjacent to the enemy to make a Charging Slam attack that, on a successful hit, deals 1d6 damage per 2 levels, plus her Strength Bonus, before grabbing the weapon again, no longer lodged inside the enemy. The Slam has the same Enhancement Bonus (to attack and damage) and Critical profile as the weapon.

3. The attacker may throw the enemy out to Medium Range, dislodging them from the (now normal-sized) weapon and causing them to land Prone.

STORM SHOCK (Su)
A thrown polearm channels lightning into someone's face, sending shockwaves out to nearby foes.
With a Standard Action, the character may unleash a 5' Wide 30' long Line that starts anywhere out to Medium Range. All in the area suffer 1d6 Electricity damage per level, plus the Weapon's Enhancement Bonus, with a Reflex Save for half (DC 10 + half the attacker's level + her Strength Bonus). Those that fail the Saving throw must attempt a Fortitude Save (same DC) or be Anchored for 3 rounds.

A character who has learned this technique (even if it is not available) and is wielding an Attuned magical Polearm gains Electricity Resistance equal to their level.

AROUND THE MOON (Ex)
The warrior hurls her spear so far into the sky that it reaches escape velocity, curves around a moon, then returns. Oh, somebody is attached.
This technique requires a Standard Action and no intervening terrain overhead that cannot definitely be broken by a weapon attack. It targets a single enemy who is at a higher altitude than the character but within double the weapon's reach on the Horizontal plane. The character makes a Ranged attack with the weapon (as a thrown weapon), and if it hits, the first thing that happens is it deals regular weapon damage. The enemy is then carried with the weapon, crashing through any intervening overhead terrain (suffering damage equal to its Hardness for each object), and is removed from battle (and indeed the world) until the start of the attacker's next turn. On their turn in the meantime, they may use any relevant abilities (such as teleportation or restoration, but no attacks that rely on Line of Sight or a stated range).

At the start of the attacker's next turn, the spear lands in an adjacent empty square, allowing them to re-equip it. The target lands in the same square as the polearm, suffering 15d6 Bludgeoning damage, +2d6 for every level beyond 12th.

PHOENIX VALOUR (Su)
Sprouting wings of fire, the warrior can now both fly and incinerate people. These are both great abilities.
With a Standard Action, the warrior, who must be flying at the time, unleashes an attack as a 25' radius Spread out to Long Range. All in the area suffer 15d6 damage (half Fire, half Piercing), +2d6 for every level beyond 12th, with a Reflex Save for half (DC 12 + half the attacker's level + her Strength Bonus).

As soon as a character learns this ability, they gain the ability to fly at a speed of 50 feet, though they can only fly in straight lines, similar to charging. Using this flight is not an innate part of using the Phoenix Valour attack (although it is a requirement to use it), and as such does not use any resources.

DIVINE STORM (Su)
Divine winds are summoned to impede and destroy the enemies of the warrior, while leaving her unharmed.
With a Full Round Action, the character becomes surrounded by a divine tornado. Adjacent enemies all suffer 5 damage (half Wind, half Holy) per level, with a Reflex Save for half (DC 13 + half the attacker's level + her Strength Bonus), and are shunted 5' away if there is room. The winds remain and move with the character for the rest of the character's turn and for three full rounds thereafter, during which time the character gains Wind Resistance equal to double her level. Additionally, during this time, she is immune to non-magical projectiles, and enemies which enter an adjacent square (or begin their turn in such a square) automatically suffer 5 damage per level (half Wind, half Holy) with no Saving Throw. If she moves such that an enemy is in an adjacent square, they may choose to automatically be shunted 5' away rather than starting in the area.

METEOR SKY SPEAR (Su)
Lancing an overhead planetoid, the warrior destroys the landscape with a meteor.
This requires only a Standard Action, hurling her polearm into space, but the effects take place at the end of her next turn (after which she regains the weapon). Everything above the character (such as any roof) is obliterated when the attack is unleashed, but the rest happens at the end: within a one mile radius, all terrain, unattended items and buildings with a Break DC less than 50 are obliterated. All creatures within the area suffer 25 points of Bludgeoning damage, and one 100' radius Blast within the mile radius is hit by the main chunk of meteor: everyone in that area suffers 100 points of Bludgeoning damage with a Reflex Save for half (DC 13 + half the attacker's level + her Strength Bonus). Those that pass the save are shunted to just outside the area so they are not trapped beneath rubble, but are rendered Prone. Those that fail the save are rendered Prone and are pinned beneath the giant chunk of rock.

BRYNHILDR (Su)
Impaled upon a spear, the foe is then surrounded by a ring of fire which becomes a pre-emptive funeral pyre. Not *that* pre-emptive, mind you.
With a Standard Action, the attacker throws her polearm at a foe within Medium Range but on a lower altitude. If it hits, it deals 100 points of Piercing damage and renders the target Helpless. A ring of fire then surrounds the target, dealing 150 Fire damage to all adjacent creatures, who are allowed a Reflex Save (DC 14 + half the attacker's level + her Strength Bonus) for half - which also pushes them the minimum distance to move them from the area. Anyone who enters the area in the next turn suffers full damage with no save. At the start of the attacker's next turn, the flames converge on the victim, dealing 150 Fire damage with no saving throw. The weapon then returns to the wielder and the victim is no longer Helpless (unless rendered so by something else).
And relevant to those, we now have:

The Berserker

"You won't like me when I'm angry."

The Berserker is a heavy-hitter, a character who can withstand a fair amount of damage, and can deal it out as well. They run up into groups of enemies and go out of their way to absorb enemy hits to power their special attacks. Depending on the weapons used, they can excel in killing groups of enemies or single superior foes. By the same token, while they can weather the typical Death by a Thousand Papercuts, they are susceptible to spellcasting so rely on allies for support.

Advanced Class: the Gladiator is an Advanced Class, suitable as a Player Character or serious opponent when paired with a Basic Race
Hit Points per Level: 6 + Con (x4 at first level)
Skill Points per Level: 4 + Int (x4 at first level)
Class Skills: Acrobatics, Climb, Intimidate, Jump, Knowledge (Nature), Perception, Ride, Sense Motive, Stealth, Survival, Swim

Weapon Proficiencies: the Berserker is Proficient with Swords, Axes, Polearms, Bludgeoning Weapons, and Daggers.
Armour Proficiencies: the Berserker is Proficient with Not Armour, Light Armour and Medium Armour, and with Light Shields.

BAB: Good
Saving Throws: Good Fort
Level:Class Features:
1Rage, Weapon Techniques I
2Starting Dash, Combat Movement +5'
3Battle Hardened
4Fast Healing, Weapon Techniques II
5Sidestep Hazards
6Muscle Charge, Combat Movement +10'
7Great Blows
8Weapon Techniques III
9Great Life, Lethal Piercing
10Super Guts, Combat Movement +15'
11Call the Horde
12Weapon Techniques IV
13Watched by Totems
14Wild Cry, Combat Movement +20'
15Advancement Option
16Weapon Techniques V
17(see Advancement)
18Combat Movement +25'
19(see Advancement), Accel Charge
20One With the Beast, Weapon Techniques VI

Rage (Ex): the Berserker tends to get angry and hit people. Any time the Berserker is damaged or deals damage, he gains a Rage Point. This also causes him to enter a Rage if he has not already done so. In this state, he gains a +2 Bonus to Attack and Damage rolls, but a -2 Penalty to Armour Class, and gains Damage Reduction against all physical damage equal to half his level (round down) plus 2. The Rage lasts for one minute, until he runs out of Rage Points, or until he decides to end it with a Free Action, whichever comes first, at which point he loses all Rage Points remaining and cannot gain any more (or enter a Rage again) for three rounds. The maximum number of Rage Points the Berserker may have at a time is equal to his level plus his Constitution Bonus (minimum 1). Rage Points are spent to use Weapon Techniques and certain other class features.

Weapon Techniques: as the Berserker gains levels, he gains access to Axe Weapon Techniques, Polearm Weapon Techniques and Bludgeoning Weapon Techniques - although obviously only when wielding the relevant weapon type. At level one he learns Impaler Drop (Polearm), Boulder Crush (Axe), and Spinning Crush (Bludgeoning). These each require the expenditure of a single Rage Point. At level four he learns Pole Charge (Polearm), Axemarang (Axe), and Miracle Shot (Bludgeoning), each costing two Rage Points. At level eight, he learns Storm Shock (Polearm), Graviton Driver (Axe), and Deadly Yo-Yo (Bludgeoning). These cost three Rage Points to use.

At level twelve, he learns Around the Moon and Phoenix Valour (Polearm), Violent Storm and God Cutter (Axe), and Gravity Hammer and Rain of Worlds (Bludgeoning). Each of these requires the expenditure of four Rage Points.

At level sixteen he learns Divine Storm and Meteor Sky Spear (Polearm), World Splitter and Dynamic Crescent (Axe), and Hidden Dragon and Burial Rites (Bludgeoning). These require the expenditure of five Rage Points to use.

Finally, at level twenty he learns Brynhildr (Polearm), El Diablo (Axe), and Galaxy Crusher (Bludgeoning). It costs six Rage Points to use any of these.

Starting Dash (Ex): the second-level Berserker can unleash a burst of speed from time to time. When Initiative is first rolled at the start of a fight, if he was not already in combat, he can move up to his movement speed as a Free Action, getting into position for the fight that is about to happen.

Combat Movement (Ex): Berserkers move quickly when they are in a heightened battle-state. At level two, their base Movement Speed increases by 5' when in a Rage. Every four levels thereafter, this increases by another five feet.

Battle Hardened (Ex): starting at third level, a Berserker in a Rage can substitute a Fortitude Save in place of a Will Save by spending a Rage Point. Additionally, he suppresses all [Fear] and [Compulsion] effects during a Rage.

Fast Healing (Ex): at fourth level, the Berserker gains Fast Healing, but only when not in a Rage - the body is too busy fueling violence to worry about recovery during that time. Any time he is not in a Rage, he has Fast Healing equal to half his level.

Sidestep Hazards (Ex): the fifth-level Berserker can, if in a Rage, substitute a Fortitude Save in place of a Reflex Save by spending a Rage Point.

Muscle Charge (Ex): at level six, the Berserker learns how to strengthen his attacks by striking mighty poses. With a Standard Action, he may Ready a Charge, even though that is normally a Full Round Action and thus unable to be Readied. If the Readied Charge hits, he deals an additional 2d6 points of damage and may make a free Bullrush attempt if he wishes. He does not provoke an Attack of Opportunity with this Bullrush, and does not keep moving with the target - they are just flung away.

Great Blows (Ex): starting at level seven, the Berserker can hit people so hard they don't know what hit them. When in a Rage, he may spend a Rage Point as a Free Action to enhance his attacks until the start of his next turn. During this time, anyone he hits with a melee attack must pass a Fortitude Save (Strength-based) or be Stunned for one round. Foes can only be affected by this once per round - no matter how many times they are struck, they only need to save once.

Great Life (Ex): the ninth-level Berserker is extremely hard to slow down or generally kill. While in a Rage, he is immune to Non-Lethal Damage, [Death] effects, Stunning, extra damage from Critical Hits, Negative Levels, and Ability Damage (but not Ability Drain). Non-Lethal Damage, Negative Levels and Ability Damage already suffered prior to the Rage do not go away, but are ignored for the duration.

Lethal Piercing (Su): at level nine, the Berserker gains the ability to kill people while bypassing the protection offered by allies. When in a Rage, he ignores all forms of Damage Dispersal and Damage Sharing (such as that provided by a Shield Other effect) as well as effects which redirect attacks and damage.

Super Guts (Ex): it's hard to kill a Berserker, even harder to kill them by slowly wearing them down. The injuries just spur them on to shrug more harm off. Starting at level ten, the Berserker adds his current Rage Points to his Damage Reduction as long as he has fewer than half his maximum hit points.

Call the Horde (Su): the bellow of the mighty Berserker can bring minions to his side, even from across the oceans or other planes. Starting at level eleven, he can use a Standard Action at will to shout loud enough that any Followers he has are summoned. They must all arrive within Close Range - if for some reason he has more than can fit in this area, he chooses which ones arrive, and the others simply don't make the journey.

Watched by Totems (Ex): various spirits are always trying to help the Berserker out in a pinch. With an Immediate Action, the thirteenth-level Berserker may re-roll a failed Saving Throw.

Wild Cry (Ex): the Berserker is in his element when surrounded by people to fight. Starting at level fourteen, at the start of any turn in which he is in a Rage, he gains a Morale Bonus to his Armour Class and Attack rolls equal to the number of adjacent enemies. This lasts until the beginning of his next turn (where the bonus is calculated again), or the moment his Rage ends, whichever comes first.

Advancement Options: at level fifteen, it is time for the Berserker to have some kind of end goal in life beyond "berserking". That's not even a word. He upgrades in some way, choosing between Carnage Prince(ss), Omega Sentinel, Valkyrie and Beast Master.

A Carnage Prince (or Princess) focuses on doing more of what they have already been doing: moving fast, taking hits, then breaking people in half. He gains the Primal Assault ability (Ex): tapping into a destructive anger older than magic, he can spend a Rage Point as a Free Action at the start of his turn when in a Rage. Doing so causes him to radiate an Anti-Magic Field out to a five foot radius, exempting himself and his equipment. At level seventeen, he develops Savagery (Ex): when in a Rage he may spend a Full Round Action to make one mighty strike. If it hits, it deals damage as normal, but also automatically Dispels all magical effects on the target, and causes all of their magic items to become un-Attuned. At level nineteen, he learns the Frenzy Engine (Ex): while in a Rage, he may spend a Full Round Action to gain a number of Rage Points equal to the number of adjacent foes. He then makes a single attack against one enemy, which deals a number of d6 of Bonus Damage equal to his current Rage Points.

An Omega Sentinel learns patience, and ceases moving so fast, instead shrugging attacks off and simply being a walking juggernaut that cannot be stopped. He loses the Combat Movement ability, instead gaining constant Spell Resistance equal to his level + 11. He also replaces Starting Dash with Throw Me! (Ex): every ally who starts their turn next to the Omega Sentinel gain the Super Lift Evilty for the duration of their turn. He also gains, upon choosing this advancement, Brilliant Weapon (Su): while in a Rage, the Omega Sentinel resolves all melee attacks as Touch Attacks. At level seventeen, he gains Revenge Power (Ex): any time one of his non-Minion allies within 60 feet is incapacitated (killed, Disabled, Petrified, Destroyed), then he instantly receives the maximum number of Rage Points and, until the end of his next turn, all of his attacks are automatic Critical Hits. At level nineteen, he gains Majin Revival (Su): whether in a Rage or not, if he has fewer than half his maximum hit points at the start of his turn (and is not dead), he regains all of his hit points. At level twenty, he gains Land Demise (Ex): with a Full Round Action, he may spend one Rage Point to make a single melee attack against every enemy he can see. He makes a single attack roll, and applies it against all of his foes. He may also elect to have the effect target objects and pieces of terrain.

A Valkyrie takes up the hatred of demons and masters flight for speedy attacks (and need not actually be female or even remotely human or angelic - he can in fact be a demon who hates demons). He grows wings if he previously lacked them, and gains the ability to Fly at his normal movement speed (including Combat Movement when in a Rage). If he starts his turn in the air and doesn't make any movement of his own, he starts gliding down automatically, slow-falling twenty feet at the end of his turn. At level seventeen he gains Shock Fixer (Su): by spending three Rage Points as a Full Round Action, he may unleash a charge attack that cannot miss through failing the attack roll - simply roll to see if there is a critical hit scored. The attack can still miss due to a Miss Chance or an interruption or some similar effect. When the attack hits, it deals 3 extra Electricity damage per level. At level nineteen he gains Iron Maiden (Su): when in a Rage, he is immune to damage from regular attacks, and can only be harmed by Weapon Techniques, Special Attacks, Spells, Spell-Like Abilities and Supernatural Abilities. At level twenty he gains Einherjar (Su): with a Full Round Action he may spend five Rage Points to cast Resurrection on a fallen comrade. When they rise, they are also blessed with a Magic Boost and Braveheart effect, using his level as the Caster Level.

A Beast Master becomes more animalistic if anything, but gets along super-well with monsters, training and directing their actions. He gains a Vassal which must be a Monster creature - something that has a Magichange Type and is not a Humanoid. He also gains the ability to cast Domination (with a Caster Level equal to his character level) by spending a single Rage Point. At level seventeen he gains Dark Tamer (Ex): adjacent allies who are considered monsters gain a Morale Bonus to Attack and damage rolls and Saving Throws equal to +1 per 3 levels of the Beast Master (round up), and he in turn gains a Morale Bonus to damage rolls equal to +1d6 per adjacent ally that is considered a Monster. He also gains the ability to ignore all [Racial] requirements for Evilties, even the one chosen at that level, or those of previous levels if changing them via a Lesser Reincarnation (providing he remains a Beast Master), along with future ones gained via True Reincarnation. At level nineteen he gains Synchronize (Su): with a Move-Equivalent Action he may spend three Rage Points to swap his racial traits for those of any Monster that is a Basic or Advanced Race, lasting until he runs out of Rage Points or chooses to end the effect with a Free Action or one minute expires, whichever comes first. He retains all Class Features (even if he chooses to emulate an Advanced Race, which normally bars him from being a Berserker) and Evilties (even Racial ones). At level twenty he gains Dark Blood (Ex): with a Free Action he can give any of his Rage Points to any allies that are Monsters and within Close Range. This causes them to enter a Rage (unlike him, they are subject to the usual restrictions and effects of a Rage as they do not possess One With the Beast) and gain the basic benefits and drawbacks as well as Combat Movement, Battle-Hardened, Sidestep Hazards and Great Blows. They use his own level to determine any numerical effects, but they cannot gain additional Rage Points other than by him donating them.

Accel Charge (Su): at level nineteen, the Berserker unlocks his special technique, the ability to move at ridiculous speeds. As long as he is in a Rage, he may spend an extra Rage Point every round as a Free Action to be turbo boosted: when making a Full Attack, he gains an extra attack at his highest Attack Bonus, and he may make a Move Action with just a Swift Action. Additionally, any time he unleashes a Charge while benefiting from this, he breaks the sound barrier and causes a Sonic Boom, dealing 10d6 Bludgeoning damage to everyone within 10 feet of him at the end of the charge. The benefits last until the start of his next turn, on a round-by-round basis.

One With the Beast (Ex): at level twenty, the Berserker no longer has two states: he just is. He always has the full benefits for being in a Rage, while still able to act normally as though not in a Rage, and not suffering the Armour Class Penalty. He can gain and spend Rage Points as normal, but running out no longer ends the effect or makes him unable to gain more, and there is no innate timer that causes him to lose them.

Furthermore, the beastly nature stays with him even upon reincarnating at this point: if he performs a True Reincarnation, his Constitution increases by 2 and he retains the basic Rage ability and the ability to gain Rage Points (using his new level and Constitution), along with the Battle-Hardened, Sidestep Hazards, and Great Blows abilities. A Carnage Prince retains Savagery upon receiving a True Reincarnation. An Omega Sentinel retains Majin Revival. A Valkyrie retains Iron Maiden. A Beast Master retains Dark Blood.
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Koumei
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Post by Koumei »

Here's what I have for the Basic Races so far:

ANDROID
"After the latest update, I have 852 features including the ability to ignore you in seventeen languages."

Description Goes Here

Medium Construct
Ability Scores: +2 Intelligence. Androids are designed with efficient, fast-processing brains. The Android retains a Constitution score despite being a Construct.
Armour Class: the Android has a +1 Natural Armour Bonus to Armour Class.

Sensor Array (Ex): the Android can see through mist, fog and smoke out to 15 feet and can see adjacent Invisible creatures, even Incorporeal ones. Additionally, for the purpose of disbelief, they are treated as interacting with any illusion within 15 feet.

Robo Body (Ex): Androids are Constructs, as they were constructed, but they are not ancient golems that lack life. An Android must eat (but need not sleep and is still immune to [Sleep] effects), and is not immune to [Mind-Affecting] effects, Poison, Paralysis, Stunning, Disease, [Death] effects or Necromancy effects. It is also subject to Critical Hits, Non-Lethal Damage, Ability Damage, Ability Drain, Fatigue, Exhaustion and Level Drain, along with effects that require a Fortitude Save. It also gains no bonus hit points based on size, instead relying on its Constitution score. On the other hand, they may be Raised, Resurrected and Reincarnated normally and may attune magic items (instead of effectively being a magic item to be attuned).


ANGEL
"I can't kill an acquaintance, can't kill a stranger, oh no!"

Description Goes Here

Medium Humanoid [Extraplanar]
Ability Scores: +2 Wisdom. Angels carry the wisdom of the heavens and know what they're supposed to be doing.

Aura of Light and Safety (Su): Angels emit an aura out to 10 feet, shedding light like a candle. Allies of the Angel within this area gain Damage Reduction/- equal to a third of the Angel's level (round up). The Angel is not included in this effect, though can benefit from the Aura of another Angel within 10 feet. This Damage Reduction will not stack with multiple Auras, although it can stack with other sources of Damage Reduction.

Angelic Wings (Ex): all Angels have feathery wings, though they don't necessarily carry them far. They may always slow their fall and glide (moving up to 10 feet horizontally for every 5 feet of vertical movement), and at level five they simply gain Winged Flight as a Bonus Evilty.


GARGOYLE
"Hey, I'm rock-solid with you to the end! Come on, let's rock!"

Description Goes Here

Medium Construct [Earth]
Ability Scores: +2 Constitution. Gargoyles are mostly made of stone, and very sturdy. Despite being Constructs, they retain the Constitution score.
Armour Class: Gargoyles gain a +1 Natural Armour Bonus to Armour Class.
Damage Reduction: Gargoyles have Damage Reduction 5/Adamantium

Rock Solid Positioning (Ex): thanks to a wide, sturdy base and strong wings, the Gargoyle is good at being where it wants to be. Gargoyles gain a +4 Bonus to Jump checks, and opponents take a -4 Penalty on Trip attempts against them.

Built to Live (Ex): Gargoyles are Constructs, as they were constructed, but they are not ancient golems that lack life. A Gargoyle must eat (but need not sleep and is still immune to [Sleep] effects), and is not immune to [Mind-Affecting] effects, Poison, Paralysis, Stunning, Disease, [Death] effects or Necromancy effects. It is also subject to Critical Hits, Non-Lethal Damage, Ability Damage, Ability Drain, Fatigue, Exhaustion and Level Drain, along with effects that require a Fortitude Save. It also gains no bonus hit points based on size, instead relying on its Constitution score. On the other hand, they may be Raised, Resurrected and Reincarnated normally and may attune magic items (instead of effectively being a magic item to be attuned).

Magichange: Battle Axe


HUMAN
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Description Goes Here

Medium Humanoid

Fast Learner (Ex): Humans are good at learning in their short lifespans. A Human gains 4 extra Skill Points at first level, and one extra per level thereafter, just as though their Intelligence were 2 points higher than it actually is.

Bonus Evilty: it is exceedingly rare for a Human to be a "new soul" - most have previously spent many cycles of life as other creatures, and have "earned" the right to be mortals, or are actually built from multiple pieces of souls. The upshot of this is that every Human begins with a Bonus Evilty, and can ignore [Racial] requirements for that Evilty - but must meet all other requirements. The Evilty they normally gain at levels six, twelve and eighteen may also ignore [Racial] requirements in this way.


JACK
"quote"

Description Goes Here

Medium Humanoid
Skills: Jacks receive a +2 Bonus to Intimidate and Stealth checks.
Vision: Jacks have Low-Light Vision and 60' Darkvision

Plant Matter (Ex): Jacks are basically people, but at the same time they are made out of living plant matter. The Jack doesn't need to sleep, but is able to, and can eat nutrient-rich soil if that seems more convenient than eating food. He is also treated as a Plant creature for the purpose of any effect that specifically targets Plants.

Very Creepy (Ex): Jacks are really creepy looking - this is a fact. The Jack may make a Demoralise attempt with just a Swift Action, and gain a +2 Bonus to Intimidate checks. They also creep around really well, and gain a +2 Bonus to Stealth checks.

Made for Work (Ex): in the hands of a Jack, basic gardening tools make fearsome weapons - a trowel is a dagger, a gardening fork is a sai, a hoe is a halberd, a scythe is a military scythe, a pitchfork is a battle axe, and a pitchfork is a trident. The Jack is automatically proficient with these weapons.

Magichange: Scythe

Note: some Jacks end up with giant apple heads, and are known as Apple Jacks or Bad Apples. Some just grow as enormous corn cobs with faces and limbs, and are known as the Children of the Corn. They still function exactly the same as regular Jacks.


MARIONETTE

"I'll make you a deal, no strings attached!"

Description Goes Here

Medium Construct
Ability Scores: despite being a Construct, the Marionette retains a Constitution score.

Puppetry (Ex): Marionettes are built to be flexible and light on their feet, and as such they gain a +2 Bonus to Acrobatics and Escape Artist checks. Additionally, they may Feint with just a Move-Equivalent Action. On the downside they suffer a -2 Penalty on Saving Throws against [Compulsion] effects, and foes gain a +2 Bonus on all Grapple attempts against them - they were designed to be moved and controlled by others.

Poison Eater (Su): Marionettes are unharmed by poisons, and indeed derive nutrition from them - which is good, considering all the paint, varnish and other unhealthy treatments applied to their wooden bodies. Any time a Marionette is subject to a poison which would normally require a character to make a Fortitude Save or suffer adverse effects, they need not make a save, suffering no ill effects and instead regaining 1d8 lost hit points. The healing may only happen a maximum of once per round, but the immunity to harm applies all the time.

Built to Live (Ex): Marionettes are Constructs, as they were constructed, but they are not ancient golems that lack life. A Marionette must eat (but need not sleep and is still immune to [Sleep] effects), and is not immune to [Mind-Affecting] effects, Paralysis, Stunning, Disease, [Death] effects or Necromancy effects. It is also subject to Critical Hits, Non-Lethal Damage, Ability Damage, Ability Drain, Fatigue, Exhaustion and Level Drain, along with effects that require a Fortitude Save. It also gains no bonus hit points based on size, instead relying on its Constitution score. On the other hand, they may be Raised, Resurrected and Reincarnated normally and may attune magic items (instead of effectively being a magic item to be attuned).

Magichange: Longbow


NEKOMATA
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Description Goes Here

Medium Humanoid
Ability Scores: +2 Dexterity. The Nekomata, being exceptionally catlike, are fast on their feet and good at weaving and leaping about.
Vision: the Nekomata has Low-Light Vision and 60' Darkvision

High Ground Specialist (Ex): Nekomata like to be on high places so they can look down at everyone, and rarely keep still. They enjoy a +2 Bonus to Climb and Jump checks, and retain their Dexterity Bonus to Armour Class when Climbing.

Mighty Cat Pounce (Ex): as long as the Nekomata is neither Fatigued nor Exhausted, she may leap at foes with an incredible pounce. She may make a Full Attack when Charging, but doing so renders her Fatigued.

Magichange: Spiked Gauntlet

Note: although there are few werewolves, those that do exist are functionally identical to the Nekomata. Use the same rules, but change the name of Mighty Cat Pounce to Mighty Wolf Pounce. You might want to swap Darkvision for Scent, and the Climb Bonuses to Swim Bonuses, but that's entirely up to you.


NINE TAILS
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Description Goes Here

Medium Humanoid
Ability Scores: +2 Charisma. Nine Tails are creatures of magic that are remarkably sure of themselves, and they are good at convincing others.
Vision: the Nine Tails has Low Light Vision.

Mystic Senses (Su): Nine Tails are all creatures with magical senses, ideal oracles. As such, the Nine Tailes gains a +2 Bonus to Spellcraft and Sense Motive checks through their strange insights, and can cast Detect Magic at will.

Fluffy Tails (Ex): thanks to all of the fluffy tails protecting the Nine Tails, blocking attacks from behind, she cannot be Flanked and is immune to any effects relating to being Flanked. They might claim they just have a sixth sense that alerts them to unseen danger, but it's actually the tails.

Magichange: Quarterstaff


ORC
"quote"

Description Goes Here

Medium Humanoid
Ability Scores: +2 Strength. Orcs are powerful, packed with muscle and eager to utilise said muscle.

Scent (Ex): Orcs have a great sense of smell. They gain the Scent ability.

Pack Fighting (Ex): Orcs specialise in fighting in groups, and ganging up on foes. When an Orc receives or bestows a Bonus by Flanking or Aid Other attempts, the Bonus increases by 2 (typically from +2 to +4). Additionally, if an Orc effectively Flanks an ally with an enemy, the ally gains a +2 Bonus to Armour Class against the attacks of that enemy, and a +2 Bonus on Size-based checks against that enemy.

Simple Things... (Ex): Orcs aren't particularly bright, and are easily distracted and entranced by others. They suffer a -2 Penalty to Sense Motive checks, and to Will Saves against [Charm] effects.

Magichange: Morningstar


VAMPIRE
"quote"

Description Goes Here

Medium Undead [Unliving, Dark-Minded]
Ability Scores: unlike most Undead, the Vampire has a Constitution score.
Vision: Low-Light Vision and 120' Darkvision

Light Sensitivity (Ex): Vampires are sensitive to the sun's rays, and are Blinded for one round when first exposed to bright light (such as being outdoors on a reasonably sunny day). Thereafter they still take a -2 Penalty to Perception checks made to see things until they return to darkness.

Blood Sucker (Ex): Vampires need to drink blood for nourishment - they don't need to eat food, and food won't provide any benefit for them either. With a Standard Action, a Vampire can Drain 2 points of Constitution from a Pinned or Helpless creature. This provides enough blood for a full day, and up to three days worth of blood can be "stored" at a time. The Vampire is not Immune to Level Drain, Ability Damage and Ability Drain, but if they have any additional stored meals, each time they would suffer any Level Drain, Ability Damage or Ability Drain, they instead just have one meal's worth of blood "drained" from them, and may need to feed again. Once they're reduced to "hungry, must feed today", they can suffer these effects as normal.

Friend of Bats (Ex): Vampires get along really well with bats, and can control them quite naturally. A Vampire enjoys a +4 Bonus to Handle Animal and Ride checks when made with bats (including the giant variety), and suffers no Penalty to Disguise checks made to look like a giant bat, despite being a significantly different creature.

Magichange: Rapier

Note: the Unliving and Dark-Minded Subtypes mean the Vampire is Immune to [Morale] and [Fear] effects, but not [Mind-Affecting] effects in general, and Bluff, Diplomacy and Intimidate checks are made at a -10 Penalty against them. They have no maximum age, heal normally with rest (though are still Undead for the purpose of Positive and Negative Energy), and have a Constitution score. They are subject to Critical Hits from anyone with at least one rank in Knowledge (Religion), are not automatically destroyed upon reaching zero hit points, can suffer Non-Lethal Damage, but may have Regeneration. They retain the Immunity to Disease but not Poison.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
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