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Koumei Overlord
Joined: 07 Mar 2008 Posts: 8960 Location: South Ausfailia
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Posted: Thu Jul 16, 2009 3:56 pm Post subject: [Various Tomes] Knight Prestige Classes |
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Remember how the Knight hits level 10, joins an Order and then enters a Prestige Class? Yeah.
Defender of the Woods [Tome of Trees]
"In Sovjet Faerun, trees cut down YOU!"
Requirements:
BAB: +7
Skills: Knowledge: Nature 10 ranks, Sense Motive 10 ranks
Special: must be a Plant, Magical Beast or Fey, or have made peaceful contact with a creature of one of the above types. Must not be fond of deforestation. Fey Knights needn't meet the Sense Motive requirement.
Hit Die: 1d10
Skill Points: 6+Int
Base Attack Bonus: Good
Saving Throws: Good Reflex and Will
Proficiencies: none are gained or lost
| Level | Abilities:
| | 1 | Tree Stride, Monstrous Mount, Diamondwood Armour
| | 2 | Speak With Animals, Resist Nature's Lure, Entangle
| | 3 | I Talk To The Trees, Designate Opponent
| | 4 | The Trees Have Eyes, Turn Flames, Briar Web
| | 5 | Primal Rage, Enchanted Forest
|
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Tree Stride: the Defender of the Woods may Dimension Door between any two trees in the same general forest/jungle/clump of woodland. This is a Spell-like ability that may be performed at will.
Monstrous Mount: a great beast for a mount is granted to the Defender of the Woods to ride. They should select a Plant, Animal or Magical Beast with a CR equal to their own level minus 3, and it serves them loyally. If slain, another replaces it after 24 hours.
Instead of a specific creature, a generic one may be custom-built:
*CR equal to Magical Beast hit dice
*Huge Size (Long), 50' movement
*Either Fly 30' (Average), Swim 100', Climb 40' or Burrow 40'.
*Quadrupedal and Stable
*Natural Armour equal to hit dice
*Str 20, Dex 15, Con 18, Int 5, Wis 12, Cha 9. Add +1 to any one ability score for every hit die.
*2 Claws (3d6+Str) and a Bite (4d6+1/2 Str) or 2 Claws (3d6+1/2 Str) and a Tail Slap (4d6+Str+1/2) or 4 Tendrils (2d6+Str) or Bite (4d6+Str) and Gore (4d6+Str, double on a charge)
*Damage Reduction/iron and Fire and Cold Resistance equal to Hit Dice
*May cast 1 Druid spell each of levels 1, 3 and 5, three times per day, as spell-like abilities (DC = 10 + half HD + Wisdom modifier).
Diamondwood Armour: the Defender of the Woods is blessed by the creatures of the forest. Their armour turns into Wood, but is considered as strong as Adamantine and allows them to add their class level as a bonus on saving throws against [Fire] effects and Poison. Furthermore, the armour grows one Goodberry per class level per day, sprouting in the morning.
Speak With Animals: as a Supernatural ability at will, the Defender of the Woods can communicate with animals.
Resist Nature's Lure: the Defender of the Woods becomes gains a +5 bonus to saves against the Spell-like and Supernatural abilities of Fey. This is good, because protecting them doesn't mean they won't put you to sleep and draw a dick on your face, just for laughs.
Entangle: the Defender of the Woods may cast Entangle as a Spell-like ability at will. The DC is equal to 10 + half the Defender's Hit Dice + their Charisma modifier.
I Talk To The Trees: the Defender of the Woods can speak with plants as a Supernatural ability. Regular plants usually don't have much to say (and indeed, can't speak, requiring telepathy or just giving vague impressions). Plant creatures might have means of verbal communication.
Designate Opponent: the Defender of the Woods, if already possessing Knight Levels, may add their Defender level minus 2 to their effective Knight level for the purpose of bonus damage against Designated Opponents.
The Trees Have Eyes: whenever the Defender is within 1 mile of a forest, jungle or other large collection of trees, they are able to tell when hostile forces are within 1 mile of the same group of trees, as well as the general location and a rough idea of how many there are.
Turn Flames: fire spells cast within 20' of the Defender of the Woods must make a Spell Penetration check against 15 + the Defender's Hit Dice, otherwise they fail. Additionally, with a Swift Action, the Defender may automatically extinguish all non-magical flames within 50'.
Both abilities are Supernatural.
Briar Web: anyone caught in the Entangle effect created by the Defender also takes Magical Wooden Piercing Damage equal to 2d6 plus the hit dice of the Defender, every round they remain in the area. This does not count as attacking them, so it's okay if they fall over or lose their Dex bonus to AC.
Primal Rage: once per hour, the Defender of the Woods assumes a beastly form, resembling a werebear. They increase one size category, gain 2 Claw Attacks that deal 2d6+Str damage for a Large Creature and a Bite Attack that deals 3d6+1/2 Str damage for a Large Creature, and gain +6 Str, +2 Dex and +4 Con instead of the usual changes to ability scores based on size. They also gain +5 natural armour and the Improved Grab ability when they hit with a bite attack. The natural weapons are treated as having a Greater Magic Fang (Caster Level = Hit Dice) cast on them.
This lasts for 1 minute. While in this form, they may not cast any spells or spell-like abilities. If they should reach 20 Hit Dice total, the beastly form also gains the Greenbound template (and may use the spell-like abilities inherent to the template).
Enchanted Forest: when in an area with a large group of trees, the Defender is aided by the very woods themselves. Once per hour they may cast Sleep as a Supernatural Ability with no limit on Hit Dice (but may not take advantage of the situation to attack the sleeping foes, if a Knight), and additionally, constantly radiate a 250' radius Nightmare Terrain that only affects hostile creatures. Those who are in the area and fail to disbelieve take 1d6+Defender's Hit Dice in damage at the start of their turn. This is also a Supernatural ability, and the save DC for both is Charisma based.
Holy Crusader [Tome of Virtue]
"Through great action, we may make a difference. It is only through inaction under the guise of pacifism that we lose to the great evils."
Requirements:
BAB: +5
Skills: Know: the Planes 8 ranks, Know: Religion 8 ranks
Feats: Blitz
Alignment: any Good
Spellcasting: must be able to form a Protection From or Magic Circle Against Evil at least once per day, as a spell or otherwise
Special: must have started a fight with an Evil Outsider. Angelic Knights need only meet one of the two skill requirements (but still must be Good and have the Blitz feat).
Hit Die: 1d10
Skill Points: 4+Int
BAB: Good
Saving Throws: Good Fortitude and Willpower
Proficiencies: none gained or lost
| Level: | Abilities:
| | 1 | Aura of Daylight, Celestial Plate, Take The Burden
| | 2 | Aura of Menace, Divine Mount, Incite Vigilance
| | 3 | Fiend Slayer, Commanding Voice, Angel Wings
| | 4 | Holy Word, Smite Evil, Empower the Helpless
| | 5 | Resurrection, Decry the Wicked, Angel Wings
|
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Aura of Daylight: the Holy Crusader constantly emits Daylight, dealing damage to Undead within 30' equal to 1d6+Cha every round. They may suppress this ability at will if they want to sneak about or, you know, sleep.
Celestial Plate: the Angels are so impressed by the Crusader that they give her a set of Adamantine Full Plate with an Enhancement bonus equal to her level divided by 4 (round down). Additionally, it grants DR 10/Good (making it useful when fighting Evil), and adds its Enhancement Bonus to armour to any damage rolls against creatures with the [Evil] subtype. Additionally, if the character has flight, they may still fly when wearing this, despite the weight.
Take the Burden: with a Standard Action, the Holy Crusader may make a touch attack against an ally and ease their suffering. They may Cure 1d6 damage per hit die, receiving half the damage themselves, or may transfer one affliction (such as Nausea, a Poison or Disease, negative levels or Stunning) from the target to themselves. If they are immune to the affliction, they luck out and the affliction is just cured.
Aura of Menace: the Holy Crusader gains an Aura of Menace, as per the Archon.
Divine Mount: the Holy Crusader is blessed with a special mount to ride. It is completely loyal, and if slain, another replaces it after 24 hours. The mount may be any [Good] Magical Beast (including Celestial Animals/Vermin), or a Half-Celestial Animal or Vermin, with a CR at least 3 less than the Crusader's hit dice.
Incite Vigilance: as a Supernatural Ability once per hour, the Holy Crusader may drive allies to their limits, creating a Mass Haste effect. This is a verbal ability that requires a Move-Equivalent Action. The benefits also apply to the Crusader herself.
Fiend Slayer: the Holy Crusader is especially trained to kill fiends, somewhere between an occupation, hobby and driving goal. When the Crusader strikes an [Evil, Extraplanar] Outsider, they lose access to one Spell-like or Supernatural ability of the Crusader's choice for one round per class level. Multiple strikes remove multiple abilities. If the fiend is left with no abilities and is struck again, they must make a Fortitude save (DC 10 + half the Crusader's HD + their Charisma modifier) or be Destroyed (as per "Destruction").
Commanding Voice: the Holy Crusader may caste Greater Command as a Spell-like Ability at will to anyone who failed to save against their Aura of Menace. The Save DC is equal to 10 + half the Crusader's Hit Dice + their Charisma modifier.
Angel Wings: at levels 3 and 5, the Holy Crusader receives a bonus [Celestial] feat. This must be one of the feats granting wings. I forget where they were covered, but I distinctly remember it being discussed.
Holy Word: three times per day, the Holy Crusader may cast Holy Word as a Supernatural Ability. Caster level equals hit dice and cannot be augmented beyond this.
Smite Evil: once per hour, the Holy Crusader may Smite Evil. This is a non-action that alters an attack that is about to be made, adding their Charisma modifier to the attack roll and hit dice to the damage roll. These benefits only apply to Evil enemies. Furthermore, Divine flames consume the target, treating them as on fire, except the damage is Holy.
Empower the Helpless: once per day as a Supernatural Ability, a Holy Crusader may grant great power to up to 2 NPCs per class level. The NPCs must have a CR of no more than 1 each. Once blessed, they become a frenzied mob of righteousness for 1 hour per class level. Treat them as a single Human Barbarian that happens to take up more space than usual and has the [Swarm] subtype, with a number of levels equal to the combined hit dice of all of the NPCs. They gain Strength and Constitution scores equal to 10 plus the class level of the Crusader, Dexterity 12, and the average Intelligence, Wisdom and Charisma of the mob.
Resurrection: once per day as a Supernatural Ability, the Holy Crusader may create a True Resurrection effect.
Decry the Wicked: as a Standard Action at will, the Holy Crusader can shout out the sins of an Evil aligned foe. This is a verbal Supernatural Ability that extends out to 100 feet. The target must make a Will save or suffer from Heavy Encumbrance and become Fatigued for 1 minute. Every round, they suffer nonlethal damage equal to 2d6 plus the Crusader's hit dice.
Golem-Knight of Mechanus [Book of Gears]
"GIGA-KNIGHT! GIGA-KNIGHT!"
Requirements:
BAB: +7
Skills: Knowledge (engineering) 10 ranks
Feats: Juggernaut
Special: must have spent time learning the art of construction in Mechanus. A Knight who is of an appropriate Order need not possess the ranks in Knowledge (engineering) or spend time learning in Mechanus.
Hit Dice: 1d12
Skill Points: 6+Int
Base Attack Bonus: Good
Saving Throws: Good Fortitude
Proficiencies: the Golem Knight is proficient with any weapon that they craft.
| Level: | Abilities:
| | 1 | Craft Mechanus Armour, Amplifiers
| | 2 | Mechanus Mount, Rocket Lance
| | 3 | Artificer's Secret Weapon, Fuel Lines
| | 4 | Craft Grenades, Boomstick
| | 5 | Golem Body, Craft Servo-Arm
|
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Craft Mechanus Armour: the Golem Knight can, given about a day and enough scrap materials, construct a suit of Mechanus Armour. This is extra heavy Adamantine Full Plate that has an Enhancement bonus equal to one quarter of the Knight's character level. However, it only gains this effect when worn by the Knight who crafted it.
Additionally, the wearer gains all Construct traits (but ability scores remain unchanged), along with the ability to add the armour's Enhancement bonus to all Break attempts and damage rolls.
Amplifiers: the Golem Knight has a booming voice that can carry on for miles. Additionally, they may cast Command at will as an Extraordinary ability.
Mechanus Mount: the Golem Knight may, given enough scrap material and about a day, craft a mighty steed that looks like a warhorse with too many layers of plate barding. This counts as a Cauchemar Nightmare of the Construct type (ability scores are unchanged) and no actual alignment. It loses its Spell-like abilities (but retains the smoke, breath weapon and fire damage) and Subtypes, and has hit dice equal to the Knight's character level.
It possesses a Natural Armour bonus of +0 but an Armour bonus equal to its hit dice and an Enhancement bonus to Strength and Armour equal to the class level of the Golem Knight. It is completely loyal to the Golem Knight, but when not being ridden, it stands motionless, unable to act.
It can be crafted to any size that the Golem Knight could ride, and the Knight can see through its Smoke.
Rocket Lance: the Golem Knight may, with an hour of work, modify a lance to be fired as though from a cannon. It can be used as a ranged weapon with range increments of 15' and counts as charging when fired. It still adds the Strength modifier of the Knight to damage, but does not multiply the Strength by one and a half.
Artificer's Secret Weapon: with a day of hard work, the Golem Knight can craft special weapons. They are treated as though magical (with a Greater Magic Weapon effect), though may trade the bonuses out for special abilities, however they are in no way magical and thus function normally in an AMF and cannot be disjoined. They still bypass DR/magic and can strike incorporeal targets.
Fuel Lines: special fuel pipes can be built into the Mechanus Armour with a whole hour of work. This allows the Golem Knight to drink any potion they have as a Swift Action.
Craft Grenades: with an hour and some random materials, the Golem Knight may craft 1d4+1 special grenades. Sadly, they are unstable and will be unusable after 24 hours. Until then, they may be thrown as grenade weapons (duh), exploding in a 30' radius. The save DC is 10 + half the Knight's HD + their Int modifier. The Golem Knight may choose the effects upon creation:
-Incendiary: all in the area take 1d6 Fire damage per character level of the Golem Knight. A successful Ref save halves this damage, but those who fail the save catch fire.
-Frost Cloud: all in the area take 1d6 Cold damage per character level of the Golem Knight and are Slowed for 1 round. A successful Fort save halves the damage and negates the Slow effect.
-Flash Bang: all in the area are Blinded and Deafened for 1d4 rounds on a failed Ref save.
-Concussion: all in the area are knocked prone automatically, and Dazed for 1 round on a failed Fort save.
-Electro Pulse: all in the area take 1d6 Electricity damage per character level of the Golem Knight. A successful Ref save halves this, but those who fail the save count as Entangled for 1 round as their limbs spasm.
-Sleep Gas: all in the area become drowsy for 2 rounds on a failed Fort save. Drowsy characters count as Fatigued and take a -6 penalty on saves against Sleep effects.
-Corrosive Gas: all in the area take 1d6 Acid damage per character level of the Golem Knight. A Ref save halves this. Those who fail the save take damage equal to the Golem Knight's character level on the following round.
-Disruption Pulse: all Constructs and Undead in the area take 1d8 untyped damage per character level of the Golem Knight. A Fort save halves this, and they are not immune to this effect.
Grenades are not magical.
Boomstick: with half a day of work, the Golem Knight can craft a double-barrelled shotgun of sorts. Firing this two-handed weapon is an Attack action and it takes a Partial Action to reload (Swift with Rapid Reload or Sleight of Hand 10 ranks, Free with both of the above), but can fire twice before needing to be reloaded. 1d6+1 rounds can be crafted with an hour of work.
-Solid Shot: 40' range increments, 3d6 Bludgeoning damage, critical 20/x4.
-Scatter Shot: 40' cone, 3d6 Bludgeoning damage, Ref half (same DC as grenades). Those who fail are knocked Prone.
-Incendiary: 40' cone, 2d6 Fire damage, Ref half. Those who fail catch fire.
-Flash-Bang Powder: 40' cone, all in the area are Blinded and Deafened for 1 round, Ref negates.
-Explosive Shells: 20' range increments, 1d10 bludgeoning damage and 3d6 Fire damage, sets the target on fire. Crit 20/x3 (only multiplies the Bludgeoning damage).
-Meltdown Shells: 20' range increments, 1d10 bludgeoning damage and 3d6 Acid damage, with 2d6 Acid damage the following round. Crit 20/x3 (only multiplies the Bludgeoning damage).
-Executioner Seeker Rounds: creates a non-magical Magic Missile (try not to think too hard about it) effect with a CL equal to the class level of the Golem Knight.
This weapon is not magical.
Golem Body: with a week of work and enough materials, the Golem Knight may construct their very own actual golem body. This can be a giant chunk of baked clay that looks like a few rocks stacked together, or it could be an intricate suit of many plates of armour. Whatever. It takes a whole hour to don this "body", or to escape it, but when worn, the following benefits are gained, in addition to those that would be gained if the Knight was wearing their Mechanus Armour (they can't wear armour while wearing this):
Size: 1 category larger (you may wish to construct a bigger horse)
Ability Scores: +8 Strength, -4 Dexterity, +4 Constitution
Speed: remains the same
Reach: extends by 5'
Armour: as the Mechanus Armour +5
Attacks: may wield weapons, or gains 2 slams (2d6+Str for a Large creature). May also use a Bite attack (3d6+1/2 Str for a Large creature).
Special:
-Trample (4d6 for a Large creature)
-Improved Grab
-Spell Resistance equal to 10 + hit dice
-Furnace Blast (Ex): 50' breath weapon deals 2d6 Fire damage per hit die, Ref half (Con-based). Can be used once per minute, and those who fail the save catch fire. May instead be focused on a character hit by a Bite attack, as a Swift action. This hits automatically as though they had failed the save, but no-one else is affected.
This "armour" is not magical.
Craft Servo Arm: the Golem Knight may, with a day's work, craft an additional arm to connect to a mount, Mechanus Armour, or the Golem Body. This arm reaches out to 10' further than the subject normally could, and can manipulate objects like a Telekinesis spell (CL = HD), or may be used to attack foes like a Bigby's Crushing Fist spell (CL = HD). It also has a form of blow-torch and saw added, which helps it assist the Knight in creating items (halving the time), but also is very unfortunate for those grappled by the arm. They take an additional 2d6 Adamantine Slashing damage and 5d6 Fire damage per round.
The Servo Arm is also not magical.
Lunar Knight
"Agent of love and justice, pretty soldier Lunar Knight! In the name of the moon, I will punish you!"
Requirements:
BAB: +7
Skills: Knowledge (the Planes) 10 ranks
Alignment: any Good
Special: a Knight of an appropriate order qualifies just by existing.
Hit Dice: 1d10
Skill Points: 4+Int
Base Attack Bonus: Good
Saving Throws: Good Fortitude, Reflex and Will
Proficiencies: none gained or lost
| Level: | Abilities:
| | 1 | Aura of Moonlight, Flight, Lunar Healing Escalation
| | 2 | Moon Prism Power, Moon Spiral Heart Attack
| | 3 | Lunar Gorgeous Meditation, Silver Smite
| | 4 | Cosmic Moon Power, Starlight Honeymoon Therapy Kiss
| | 5 | Silver Moon Crystal Power Kiss, Half Moon Phases
|
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Aura of Moonlight: the Lunar Knight emits moonlight (like Daylight) out to 20' unless they decide to suppress the ability such as to sleep. Anyone assuming a form other than their own natural one is forced back to their natural form while in the area. Lycanthropes, however, are forced into their half-way form. This is a Supernatural ability.
Flight: Lunar Knights can fly at a speed of 50' with Perfect manoeuvrability. This is a Supernatural ability.
Lunar Healing Escalation: as a Supernatural ability, the Lunar Knight can heal others with a Standard Action at will. This generates a 15' burst around the Knight, and everyone within the area that the Knight designates regains 1d8 HP per class level, plus her Charisma modifier. This sadly does not heal the Knight herself.
Moon Prism Power: as a Supernatural ability at will, the Lunar Knight may transform, requiring a Standard Action. This is not affected by Aura of Moonlight. While transformed, the Knight gains a Deflection bonus to AC and a Resistance bonus to all saves, equal to her class level, and Fast Healing equal to her Charisma modifier. Also, her Flight speed is doubled. This ability lasts for the encounter - cooling down whenever her adrenaline returns to normal.
Moon Spiral Heart Attack: the Lunar Knight gains the ability to launch a dazzling light attack as a Supernatural ability, but only when Moon Prism Power is activated. It can be used once per transformation, and requires a Standard Action. This fires a bolt out to Medium Range, requiring a Touch Attack, that deals 1d6 Holy damage per hit die. Additionally, it creates a burst of colour, 15' in radius, centred on the target. All in the area must make a Will save (Charisma-based) or be Fascinated for 1d6 rounds.
Lunar Gorgeous Meditation: now, whenever the Lunar Knight transforms, their allies within 30' also gain the Fast Healing.
Silver Smite: if a Designated Foe is stupid enough not to damage the Knight, then when she in turn hits them for a lot of extra damage, she may declare it a Silver Smite. If the target is [Extraplanar], then at the end of the Knight's turn (assuming she attacked them), they must make a Will Save (Charisma-based) or be Banished. If a [Shapechanger], they instead must make a Fortitude save or be destroyed. Anyone else simply has to make a Will save or spend 1 round Cowering.
Cosmic Moon Power: having activated Moon Prism Power, a Lunar Knight may activate Cosmic Moon Power, a Supernatural ability, as a Standard action once per transformation. All enemies within 50' must immediately make a Will save (Charisma-based). If they fail, they are Charmed as per a Charm Monster spell.
Starlight Honeymoon Therapy Kiss: having activated Moon Prism Power, a Lunar Knight may end the effect to activate Starlight Honeymoon Therapy Kiss, a Supernatural Ability. This is a Full Round Action that acts as a Mass Heal spell. Additionally, any enemy within 50' may elect to benefit from this spell, but if they do so, they are affected by a Charm Monster effect, even if immune.
Silver Moon Crystal Power Kiss: having activated Moon Prism Power, a Lunar Knight may end the effect to unleash the Silver Moon Crystal Power Kiss, their most powerful attack. This is a Supernatural ability that requires a Full Round Action. It creates a 50' cone, and all enemies within the cone immediately take 2d6 Holy damage per hit die of the Knight, with a Will save for half. Furthermore, if they fail the save they become Stunned for 1 minute, and if they fail and are the Designated Foe, they are Destroyed. Any allies caught in the area receive a +5 Sacred bonus to AC for one round.
Half Moon Phases: when not affected by Moon Prism Power, the Lunar Knight may spend a Standard Action to split into two as a Supernatural Ability. This lasts until they decide to end the effect (causing one to vanish), and must be ended in order to activate Moon Prism Power. They may both attack, flank with each other and so on, but may not use charged or single-use items, and any X per Y abilities used by one count as being used by the other. Also, damage is shared, and 10 Hit Points are lost every round that they are divided. While both may designate different foes, thus allowing for two Designated Opponents, they each count as the original for the purposes of preventing the bonus damage.
Crusader of the Elemental Forces
"GOOOOOO, PLANET!"
Requirements:
BAB: +10
Skills: Knowledge (the Planes) 13 ranks, Knowledge (Nature) 13 ranks
Special: must have some form of attack that deals Fire, Electricity, Cold or Acid damage. Elemental Knights qualify by dint of existing.
Hit Points: 1d10
Skill Points: 4+Int
Base Attack Bonus: Good
Saving Throws: Good Fortitude, Reflex and Will
Proficiencies: none gained or lost
| Level: | Abilities:
| | 1 | Elemental Resistances, Elemental Strike
| | 2 | Heart of Water, Drench, Elemental Mount
| | 3 | Heart of Earth, Earthen Grasp, Elemental Rage
| | 4 | Heart of Air, Whirlwind, Storm of Elemental Fury
| | 5 | Heart of Fire, Fiery Skin, Storm of Vengeance
|
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Elemental Resistances: the Crusader of the Elemental Forces receives Energy Resistance equal to 5 times their class level against Fire, Acid, Cold and Electricity. They are also unaffected by reasonably strong wind, fog, rain, muddy ground, quicksand, sandstorms, random lightning strikes, particularly hot weather or particularly cold weather.
Elemental Strike: when dealing additional damage to a Designated Opponent, the Crusader may, on a successful hit, elect to either Soak the target (making them count as Entangled until dried), set them on fire, knock them prone with earthly might or cause the wind to carry them into the air, moving them up to 50' away. If multiple hits are made, multiple effects may be caused in the same round.
Heart of Water: the Crusader has a permanent Heart of Water effect (Swim speed equal to Land Speed, Breathe Underwater, +5 enhancement bonus to Escape Artist). At any rime, the Crusader can elect to be affected by Freedom of Movement instead. This is a Swift Action to decide, and lasts until they change it back with another Swift Action. This is a Supernatural Ability.
Drench: the Crusader gains the ability to drench others (and flames), just like a Water Elemental. This is a Supernatural ability.
Elemental Mount: the Crusader gains a Mount to ride. This mount is loyal, and if it dies, another appears a day later. It can be any Elemental with a CR at least 3 less than the Crusader's character level. It can be ridden even if logic says otherwise, and causes no harm at all to the Crusader.
Heart of Earth: the Crusader has a permanent Heart of Earth effect (+8 bonus to resist Trip/Overrun/Bull Rush and increased maximum HP of 30). Alternatively, with a Swift Action they may lose these effects and instead gain a Stoneskin effect that lasts until they use a Swift Action to change back. As long as both original Heart effects are active (not the alternate spell effects), the Crusader gains Light Fortification. This is a Supernatural Ability.
Earthen Grasp: the Crusader can make the ground grab people who are standing on it. This is a Supernatural Ability that requires a Standard Action. She may use her own BAB and Strength to make a grapple attempt at a target within 50', but counts as a Colossal creature. If the foe is grappled, the Crusader can Concentrate to sustain this effect, constricting them and dealing 10d6 Crushing damage every round until the foe escapes.
Elemental Rage: the Elemental Strike ability is enhanced. If the Crusader sets an enemy on fire, they burn brilliantly, taking 5d6 Fire damage per round and the DC to put the flames out becomes 10 + half the Crusader's Hit Dice + her Charisma modifier. If she soaks them, water floods their lungs and they drown enough to become Exhausted. If she knocks them prone they are Stunned for 1 round, and if she knocks them into the air, they are held in place as though by a Telekinetic Sphere, air whirling all about them.
Heart of Air: the Crusader of the Elements gains a permanent Heart of Air effect (+10 enhancement bonus to Jump checks, 30' Flight (Average)). She may at any time unleash a Gust of Wind as a Swift action, but doing so deactivates the Heart of Air until her next turn. This is a Supernatural ability.
Whirlwind: the Crusader may, with a Standard Action, transform into a tornado of sorts. Her ability scores and attributes all remain the same, however she has a constant 50% Concealment and gains a Slam attack that deals 1d8+Str*1.5 Bludgeoning for a Medium Creature and buffets the target 20' away. She may also trap enemies inside the vortex like an Air Elemental. However, she does lose the ability to cast any spells and loses the benefits of Heart of Earth, Fire and Water. Changing back just requires a Swift Action.
Storm of Elemental Fury: the Crusader may cast Storm of Elemental Fury three times per day as a Spell-like Ability, as long as she designated an opponent who did not strike her in the last turn. The opponent must be in the area of effect. The DC is 10 + half her hit dice + her Charisma modifier.
Heart of Fire: the Crusader gains a permanent Heart of Fire effect (Fire Immunity, +10' enhancement bonus to speed). Alternatively, with a Swift Action she may swap it out for a Fire Shield, and change it back with another Swift action. If all four Hearts are active, she becomes immune to critical hits.
Fiery Skin: anyone who Grapples with the Crusader or strikes her with a melee weapon catches fire instantly.
Storm of Vengeance: once per day, the Crusader may cast Storm of Vengeance as a Supernatural Ability. It will last until the next dawn, dusk, noon or midnight (whichever comes first). Seriously.
_________________
| Count Arioch the 28th wrote: | | There is NOTHING better than lesbians. Lesbians make everything better. |
Last edited by Koumei on Mon Aug 03, 2009 1:47 am; edited 4 times in total |
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CatharzGodfoot King

Joined: 07 Mar 2008 Posts: 5497 Location: North Carolina
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Maxus King

Joined: 07 Mar 2008 Posts: 5663
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Posted: Thu Jul 16, 2009 7:26 pm Post subject: |
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Dammit, Koumei, do you have to make such funny quotes? I just had to clean up a tea stain. It's a miracle I had the presence of mind to turn my head so I didn't spray the computer. Anyway, I'm about to leave. Will look over when I get back (seven or so hours) _________________ He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.
--The horror of Mario |
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Judging__Eagle Prince

Joined: 07 Mar 2008 Posts: 3868 Location: Lake Ontario is in my backyard; Canada
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Posted: Thu Jul 16, 2009 7:55 pm Post subject: |
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Rofl, Giga-Knight.
From Perry Bible Fellowship _________________ The Gaming Den; where Mathematics are rigorously applied to Mythology.
While everyone's Philosophy is not in accord, that doesn't mean we're not on board. |
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Koumei Overlord
Joined: 07 Mar 2008 Posts: 8960 Location: South Ausfailia
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Posted: Fri Jul 17, 2009 7:28 am Post subject: |
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Sense Aggressors changed to The Trees Have Eyes.
Speak With Plants changed to I Talk To The Trees.
Golem Knight of Mechanus completed.
Added Lunar Knight and Crusader of the Elemental Forces to the "to do" list. _________________
| Count Arioch the 28th wrote: | | There is NOTHING better than lesbians. Lesbians make everything better. |
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Surgo Duke
Joined: 07 Mar 2008 Posts: 1585
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Posted: Fri Jul 17, 2009 7:41 am Post subject: |
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As part of the initial formatting run, I'm going to be uploading this stuff as it's finished to that wiki where I'm an administrator (I want to bump the signal-to-noise ratio there). Hope nobody minds. (If you do I won't do it.) _________________ http://www.dnd-wiki.org -- the wiki |
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Koumei Overlord
Joined: 07 Mar 2008 Posts: 8960 Location: South Ausfailia
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Posted: Fri Jul 17, 2009 8:12 am Post subject: |
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No qualms here. _________________
| Count Arioch the 28th wrote: | | There is NOTHING better than lesbians. Lesbians make everything better. |
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Koumei Overlord
Joined: 07 Mar 2008 Posts: 8960 Location: South Ausfailia
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Posted: Fri Jul 17, 2009 2:15 pm Post subject: |
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Aaaaaaand the Lunar Knight and Crusader of the Elements are done, pending alteration. _________________
| Count Arioch the 28th wrote: | | There is NOTHING better than lesbians. Lesbians make everything better. |
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Maxus King

Joined: 07 Mar 2008 Posts: 5663
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Posted: Fri Jul 17, 2009 3:48 pm Post subject: |
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Oh, yeah, the [Celestial] Wings feats.
Wings of Good
Benefit: You get a pair of really pretty wings (bird wings for preference). You gain a flight speed of double your base speed with good maneuverability.
Ethereal Wings
Prerequisite: Wings of Good
Benefit: Your wings become ethereal collections of light and color and aren't interfered with by your armor or clothing. They can be extended or winched in as a Swift Action. Your maneuverability improves to Perfect. _________________ He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.
--The horror of Mario |
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Maxus King

Joined: 07 Mar 2008 Posts: 5663
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Posted: Fri Jul 17, 2009 6:18 pm Post subject: |
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Holy crap, I just read the Golem Knight.
I love Amplifiers, because of the idea that the Knight can just go...
"OBEY THE BIG VOICE!"
You could even fake divine visitations and persuade entire cities that the God are commanding them to take up arms. Or give money to the big guy in the clicky-hissy armor. Just stand a mile or two out of town and speaking in god-talk.
"ONE WILL COME IN ARMOR OF BLACK, RIDING AN IRON HORSE, AND HE SHALL SPEAK IN MY NAME AND WITH MY VOICE. OBEY HIM AS YOU WOULD ME, FOR I AM PELOR."
Hm. Iron horse. There needs to be an option to make a motorcycle for some class or another... _________________ 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
Last edited by Maxus on Fri Jul 17, 2009 6:20 pm; edited 1 time in total |
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Maxus King

Joined: 07 Mar 2008 Posts: 5663
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Posted: Fri Jul 17, 2009 7:36 pm Post subject: |
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Oh, heck, I just noticed something: The Tome Knight doesn't get some of the skills which are prereqs for the classes, although they can get other requires waived. The Knight does not have K (Engineering), so he's screwed at getting the Golem Knight. _________________ He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.
--The horror of Mario |
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Crissa King

Joined: 07 Mar 2008 Posts: 6745 Location: Santa Cruz
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Posted: Fri Jul 17, 2009 7:45 pm Post subject: |
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I think we should throw out the idea of class skills aside from restricted skills like spellcraft and umd, anyhow.
-Crissa |
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Koumei Overlord
Joined: 07 Mar 2008 Posts: 8960 Location: South Ausfailia
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Posted: Sat Jul 18, 2009 5:05 am Post subject: |
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I pretend "Class Skills" and "Cross Class Skills" don't exist.
Also, I thought there were more Wing feats than that. Like, heaps, and each one makes you grow more wings. It started with a rant about how there is an entire division of Celestials that are furries, but nothing with heaps of wings. _________________
| Count Arioch the 28th wrote: | | There is NOTHING better than lesbians. Lesbians make everything better. |
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angelfromanotherpin Prince

Joined: 07 Mar 2008 Posts: 2996
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Posted: Sat Jul 18, 2009 11:08 am Post subject: |
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| Crissa wrote: | I think we should throw out the idea of class skills aside from restricted skills like spellcraft and umd, anyhow.
-Crissa |
That's a little bit problematic, because some skills are uttercrap assault nerfomancy, like Jump; and others are a really big part of your chassis, like UMD.
The current Tome setup, where cross-class skills just have the lower max rank, without the actual doubled cost, works pretty well. If I was going to fiddle with that, I'd use something like the Iron Heroes skill groups, where your recommended skills all come bundled together for big discounts. Oh, and Use Magic Device would probably become a Class Feature that was rolled off ranks in Spellcraft or Knowledge (Arcana). _________________ "Now that we've determined that up to π angels can dance on the head of a pin, how do we determine the specific number (or fraction) of angels dancing?"
"What if angels from another pin engage them in melee combat?" |
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Judging__Eagle Prince

Joined: 07 Mar 2008 Posts: 3868 Location: Lake Ontario is in my backyard; Canada
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Posted: Sat Jul 18, 2009 1:42 pm Post subject: |
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| Koumei wrote: | I pretend "Class Skills" and "Cross Class Skills" don't exist.
Also, I thought there were more Wing feats than that. Like, heaps, and each one makes you grow more wings. It started with a rant about how there is an entire division of Celestials that are furries, but nothing with heaps of wings. |
Thats.... an epic level monster, the Chichamec or something. It's all wings. D: _________________ The Gaming Den; where Mathematics are rigorously applied to Mythology.
While everyone's Philosophy is not in accord, that doesn't mean we're not on board. |
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Koumei Overlord
Joined: 07 Mar 2008 Posts: 8960 Location: South Ausfailia
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Posted: Sat Jul 18, 2009 3:45 pm Post subject: |
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No, more along the lines of Biblical angels, that often had something like seven wings (or seven pairs?) each. Hell, even the angels of Neon Genesis Evangelion are better than most of the stupid shit WotC gave us. And yes I'm including the laser-beam-firing d8 and the zebra-striped beach ball. _________________
| Count Arioch the 28th wrote: | | There is NOTHING better than lesbians. Lesbians make everything better. |
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Koumei Overlord
Joined: 07 Mar 2008 Posts: 8960 Location: South Ausfailia
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Posted: Sat Jul 18, 2009 4:05 pm Post subject: |
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Incidentally, people: Criticise!
Come on, give suggestions and/or complaints. Don't make Frank have to point it all out. Once these are smoothed out and generally acceptable I'll move onto the War Mage (and a PrCl: TACTICAL GENIUS) or something. _________________
| Count Arioch the 28th wrote: | | There is NOTHING better than lesbians. Lesbians make everything better. |
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Maxus King

Joined: 07 Mar 2008 Posts: 5663
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Posted: Sat Jul 18, 2009 4:12 pm Post subject: |
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I like 'em all. They have weird abilities which are...powerful, but they'd more or less need to be, seeing as how they're almost all level 10+ and the game's gone crazy by then.
As weird as it sounds though, I won't trust myself to make any kind of objective judgment about their balance. Even if they're unbalanced, they're so awesome I love them.
In fact, I'm probably going to use the Golem Knight soon. I needed a hardcore crafter, and he fits the bill... _________________ He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.
--The horror of Mario |
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CatharzGodfoot King

Joined: 07 Mar 2008 Posts: 5497 Location: North Carolina
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Posted: Sat Jul 18, 2009 6:08 pm Post subject: |
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The Golem Knight's size stacking can get a bit strange. A gnome Knight 10/Golem Knight 5 in mechanus armor is size medium (mechanus armor), counts as size large (Powerful Build), and [assuming Juggernaut] counts as size huge for combat maneuvers.
In a golem body she is size medium, and [assuming Juggernaut] counts as size large for combat maneuvers, and has 10' reach.
However, the golem body isn't armor, so she wears both. This means that she is size large, counts as size huge, counts as size colossal for combat maneuvers, and has 15' reach. Unless you go by 3.5e 'size stacking', in which case she is size medium and may or may not count as large for various other things.
As for the mount, the cauchemar is a near-perfect fit, but you should probably remove the subtypes and spell-like abilities. It should specifically be craftable to any size the Golem Knight can ride, as opposed to always being huge. The knight should also be able to see through the mount's smoke. You might want to make it more clear that it has an armor bonus of +16 (rather than +2 to 5). You might also want to scale its HD; a Fighter 7/Giga Knight 2 might be a bit upstaged...
Anyway, I'm only criticizing it because I think it's totally awesome and want to play one. _________________
Protip: I said shadow demon, not Shadow Demon.
-Mr. GC
The law in its majestic equality forbids the rich as well as the poor from stealing bread, begging and sleeping under bridges.
-Anatole France
Mount Flamethrower on rear
Drive in reverse
Win Game.
-Josh Kablack |
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Draco_Argentum Duke
Joined: 07 Mar 2008 Posts: 2435
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Posted: Sun Jul 19, 2009 4:24 am Post subject: |
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| Quote: | Explosive Shells: 20' range increments, 1d10 bludgeoning damage and 3d6 Fire damage, sets the target on fire. Crit 20/x3 (only multiplies the Bludgeoning damage).
-Meltdown Shells: 20' range increments, 1d10 bludgeoning damage and 3d6 Acid damage, with 2d6 Acid damage the following round. Crit 20/x3 (only multiplies the Bludgeoning damage).
-Executioner Seeker Rounds: creates a non-magical Magic Missile (try not to think too hard about it) effect with a CL equal to the character level of the Golem Knight. |
Nobody gives a shit about any of these. Solid shot is better in every single way.
How long does it take to fire the boomstick? If its an attack action then with free action reloads you'd put out crazy damage. |
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Koumei Overlord
Joined: 07 Mar 2008 Posts: 8960 Location: South Ausfailia
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Posted: Sun Jul 19, 2009 6:33 am Post subject: |
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Alterations made to the Golem Knight:
-Firing the Boomstick is an Attack Action, and it's a two-handed weapon.
-Damages of the different rounds have been altered (and don't scale, aside from Executioner rounds)
-the Mechanus Armour no longer bestows Powerful Build (I totally forgot they all have Juggernaut anyway), and can't be worn at the same time as the Golem Body. So the Gnome is Medium with the stats of a Large, the human is Large/Huge, and the Thorn is what, Tiny/Small. Oh, and a Half-Golem Golem Golem* Knight probably becomes Gargantuan/Colossal.
-The mount has been fixed up a bit.
*Keep Golem Golem Golem Golem! Keep Golem Golem Golem Golem! _________________
| Count Arioch the 28th wrote: | | There is NOTHING better than lesbians. Lesbians make everything better. |
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Maxus King

Joined: 07 Mar 2008 Posts: 5663
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Posted: Sun Aug 02, 2009 8:53 pm Post subject: |
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Hey, Koumei (and anyone else who cares to chip in), do you think these are complete/good enough to go onto the DnD Wiki as part of that "Improving Signal-to-Noise" thing Surgo's working on (and I do, too, sometimes).
If we're going with class skills, I still think the Golem Knight ought to have his prereqs changed, so that being a member of the Golem Knight order still has to take Juggernaut, but does not need to take the K (Engineering). _________________ He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.
--The horror of Mario |
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Koumei Overlord
Joined: 07 Mar 2008 Posts: 8960 Location: South Ausfailia
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Posted: Mon Aug 03, 2009 1:48 am Post subject: |
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Done. Just for the benefit of that one guy who still uses Class Skills. _________________
| Count Arioch the 28th wrote: | | There is NOTHING better than lesbians. Lesbians make everything better. |
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Koumei Overlord
Joined: 07 Mar 2008 Posts: 8960 Location: South Ausfailia
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Posted: Mon Aug 17, 2009 1:18 pm Post subject: |
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Knightly Order: Scaled Knight of the Primordial
You stand for returning to the old times when lesser races hadn't evolved and scaled creatures ruled the lands, and are strongly opposed to vermin, young races like elves infringing on your jungles, and other creatures existing despite your protests. You become Timeless (no longer ageing physically or mentally, and having a lifespan of "forever") and gain the ability to substitute your hit dice for ranks in Knowledge skills (both for meeting requirements and for rolling Knowledge checks), calling upon ancient memory of your race.
Scaled Veteran of the Ages:
Don't bother continuing your genetic code, for we finished evolving millions of years ago, and you will die out before reaching the pinnacle. I guarantee it.
Requirements:
Race: anything scaly
Knowledge: History 10 ranks, Knowledge: Nature 10 ranks
BAB: +10
Feats: Mounted Combat
Special: if you are a Scaled Knight of the Primordial, you can't fail to meet the requirements.
HD: d10
Skill Points: 6+Int
BAB: Good
Saving Throws: Good Fortitude and Willpower
| Level | Benefits
| | 1 | Scaled Steed, Poison Fangs
| | 2 | Oppose Change, Primordial Whispers
| | 3 | Venomous Spittle
| | 4 | Vicious Steed
| | 5 | Deny Change, Primordial Whispers
| | 6 | Regenerator
| | 7 | Rampaging Steed
| | 8 | Primeval Magic, Primordial Whispers
| | 9 | Timeless Mind, Toxic Blood
| | 10 | Earth-Shaking Steed, Antimagic Aura
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Click here to see the hidden message (It might contain spoilers)
Scaled Steed: (Ex) at first level, the Scaled Veteran gains a special mount. If it dies, a new one is granted the very next day. This creature is a Megaraptor with hit dice equal to the Veteran's character level, and a bonus to Natural Armour and Strength equal to the Veteran's class level.
Poison Fangs: (Ex) the Scaled Veteran gains a Bite attack for 1d8+Str (Medium) if it lacks one. If it has a Bite attack, it keeps its current one or upgrades it to 1d8+Str. At any rate, the Bite delivers a powerful venom with a Con-based DC: 2d6 Str/2d6 Con. This poison is not against the Scaled Veteran's alignment or code of conduct, even if it has a class that specifically swears never to use poison.
Oppose Change: (Ex) the Scaled Veteran gains Spell Resistance 10 + character level against Transmutation spells. Transmutation spells cast upon anyone else within 10' of the Veteran are also subject to this.
Primordial Whispers: (Ex) the Scaled Veteran gains a bonus feat that it meets the prerequisites for. These feats may be Monstrous, Fiend or Necromantic, however, and it can treat itself as a True Fiend or Undead for the purpose of them, should it wish to do so.
Venomous Spittle: (Ex) the Scaled Veteran gains the ability to spit poison as an attack action. This requires a ranged touch attack out to 15' that blinds the target for 1 round (Fort negates) on contact.
Vicious Steed: (Ex) the Scaled Veteran's steed gains the Feral template, ignoring anything that says it can't.
Deny Change: (Su) no effect may change the Scaled Veteran's shape (except for things like "My sword turns it into two pieces" or "Fireball turns it into a burned Scaled Veteran"), even if it wants to be transformed, which it doesn't. This immunity extends out to all creatures within 30', even if they want to be transformed. Creatures already in forms not their own are locked in until they leave the area.
Regenerator: (Ex) the Scaled Veteran gains Regeneration 5 (and the ability to regrow limbs), overcome by severing the head (a Full Round action while it has less than 0 HP) or by fire.
Rampaging Steed: (Ex) the Scaled Veteran's steed gains the ability to Rage like a Barbarian 1/4 of the Scaled Veteran's hit dice (round up).
Primeval Magic: (Sp) the Scaled Veteran gains the ability to cast spells from the ancient times. These Spell-like Abilities are not affected by Anti-Magic fields. The following spells are available:
At will: Miasma, Memory Rot, Death Hail
Three times per day: Cometstrike, Swamp Lung, Whiteout
Once per day: Greater Whirlwind, Tsunami, Transmute Rock to Lava
Timeless Mind: (Ex) the Scaled Veteran can no longer be Confused or Dazed, and its Intelligence, Wisdom and Charisma all increase by 2 points each (just like gaining a whole heap of hit dice).
Toxic Blood: (Ex) any time the Scaled Veteran is successfully hurt by a Piercing or Slashing weapon, all adjacent creatures in a 90 degree arc (generally three adjacent squares, including diagonals) facing the origin of the attack are sprayed in toxic blood. They must save against the Scaled Veteran's poison.
Earth-Shaking Steed: (Ex) the Scaled Veteran's steed becomes even more powerful, gaining the Monster of Legend template.
Antimagic Aura: (Ex) the Scaled Veteran has a permanent 15' radius Anti-magic aura radiating from its body, which can sometimes be a pain.
Also: yes, this is totally a Warhammer Fantasy Battle lizardman with the serial number filed off. GW can go eat a penis tree if they think there's enough to sue over, however. _________________
| Count Arioch the 28th wrote: | | There is NOTHING better than lesbians. Lesbians make everything better. |
Last edited by Koumei on Mon Mar 22, 2010 5:00 am; edited 3 times in total |
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CatharzGodfoot King

Joined: 07 Mar 2008 Posts: 5497 Location: North Carolina
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