Roleplaying in the Nippon-Ichi verse
Moderator: Moderators
Well, in like 2 weeks the game is on again. Everyone is 14th level. They're all Overlords. So...
Kwess' player totally wants to go to the Netherworld of Disgaea 4 and beat the snot out of Axel. He's going to be below their level, but due to the A Virus there will be heaps of him. Like, SWARMS OF AXEL.
Maybe tie in the NPC they invited to Vurasel's party as still being in the prison-plane. Have them actually see the inner-workings of this corrupt system, though, and give them the opportunity to dismantle it.
They may need to fight the returning Hell Warden at some point, who will have stats here.
Axel will be here:
Here's his Cohort, who is also a carrier of the A-Virus (DC 20):
And there will be like 40 A-Virus Zombies, all of which are magic weapons:
And it's even possible they'll set Desco free and she'll attempt to obliterate them, thinking she's the final boss.
Items that might be found lying around the place (not all of them, but they'll all rock up eventually):
Purgatory:
This set of massive, heavy armour wasn't made in a prison plane, it is a prison plane. Donning it places the weight of your sins on your shoulders. Also, the weight of the armour. However, being locked in the hellscape turns out to actually be good for you. Who was to know?
[*]Considered Major Magic Item Giga-Armour
[*]Armour Bonus: 13 (plus Enhancement of +1 per 3 HD)
[*]Armour Check Penalty: -15
[*]Arcane Spell Failure: 250%
[*]Maximum Dexterity Bonus: +0
[*]Speed is halved, Running and Swimming are not possible
[*]Stability: +8 bonus to avoid being Tripped
[*]Imprisoned Soul: the wearer's soul is staying right where it is. They are immune to Level Drain/Energy Drain/Negative Levels, Trap the Soul, Magic Jar and anything else that specifically targets the soul
[*]Torment Beyond Death: even if alive, the wearer is treated to wait lies ahead when they one day die... turns out it's not so bad. They gain immunity to ageing, and need not eat, sleep or drink. They are never Fatigued, Exhausted, Sickened, Nauseated, Stunned, Confused, Dehydrated or Petrified. They are also immune to all Poisons and Diseases, including magical ones, Critical Hits, and to Blindness, Deafness, [Fear] effects, [Mind Affecting] effects and physical ability score damage/drain.
[*]The above applies even for things that specifically work against undead.
Maxwell's Silver Hammer:
This is a great massive hammer, and it is made of silver. Not just ordinary silver though, no. It is the silver of the Astral. If this should come down on someone's head, then it will make sure they are dead.
[*]Major Magic Item Warhammer
[*]+1 Enhancement bonus per 3 Hit Dice
[*]Anyone struck must make a Fortitude Save or be killed. If the target has a head but is immune to [Death] effects, they lose their head, which should probably have some effect.
Occam's Razor:
This razor is very straight, very sharp, and very simple. That said, the simplest solution is usually the best one, and as such, it's just damn handy to have on hand.
[*]Major Magic Item Dagger with a 17-20 critical threat range
[*]+1 Enhancement bonus per 3 Hit Dice
[*]Ignores all Hardness and Damage Reduction ever, bypasses Regeneration, and deals Vile Damage. Furthermore, attacks are resolved as Touch Attacks, because it's just that simple, ignoring all complex stuff like armour.
The Fickle Hand of Fate:
This is a very strange glove, going up the entire arm and being a sort of mixture of different colours spiralling together. It has no inherent bonus to itself, but various things are just sort of destined to be in the wearer's hand - they can always choose to consider that hand to be holding any mundane or alchemical item with a value under 500 GP, and if they throw or drop it, it's still actually really there. Furthermore, they can instead choose to have (and thus throw) Energised Potions - grenadelike bottles that deal 3d6 damage to the target on a touch attack, and to all adjacent things that fail a Ref Save, of any energy type. These thrown bottles gain the Enhancement bonus of a magic weapon.
Staff of the Insect Nation:
This staff was actually held by the great ant ruler of the human world of Earth, year 2705, and was the main source of his vast power. It grants an Enhancement bonus to Charisma, but more importantly, allows for any of the following to be done at will:
[*]Emulate a Creeping Doom effect (Concentration duration, Hellwasp swarms)
[*]Emulate a Summon Swarm effect (Concentration duration, summons an Abyssal Ant swarm)
[*]Summon 2d6 Giant Soldier Ants or Giant Bees, or 1d6 Giant Mantises or Giant Wasps or 1 Spider Eater or Advespa for 1 minute (only one such effect active at a time)
[*]Communicate with Vermin as though they spoke the Queen's English and were Friendly and Subservient
[*]Cast Dominate Person at will for as long as one Vermin creature is adjacent to them (only one such effect active at a time)
[*]Any summoned critters use the wielder's Base Attack Bonus and Base Saving Throws, and may use the wielder's Charisma modifier in place of their own Strength and Constitution modifiers if they so wish
Sandman's One-String Bass (see thread)
Invisible Hand of the Free Market:
This glove is invisible. It is also intangible. Some say it in fact doesn't exist and never does anything at all, but it turns out that in the Disgaeaverse, they're actually wrong. In the Netherworlds it does function (but not on the Prime Material Plane, hence the confusion).
[*]Grants an Enhancement bonus to Dexterity
[*]Renders the wearer immune to Mental Ability Score damage or drain, as well as [Mind Affecting] effects - they're that sure of themselves!
[*]The wearer has a constantly active Telekinesis effect on.
Kwess' player totally wants to go to the Netherworld of Disgaea 4 and beat the snot out of Axel. He's going to be below their level, but due to the A Virus there will be heaps of him. Like, SWARMS OF AXEL.
Maybe tie in the NPC they invited to Vurasel's party as still being in the prison-plane. Have them actually see the inner-workings of this corrupt system, though, and give them the opportunity to dismantle it.
They may need to fight the returning Hell Warden at some point, who will have stats here.
Human Knight 7 Hell Warden 5
18 (22) 12 21 (25) 14 18 (22) 16
Init +1
Speed 20'
HP: 174/174
AC: 31 (+1 Dex +12 Armour +8 Shield) flat 30 touch 11
BAB/Grab: +12/+22
-Maiming Scourge +22/+17/+17 to 5-10' (1d8+11, 19-20/x3, Vile)
-Fort DC 19 vs Stagger 1, can Trip/Disarm (at +10/+22)
F +13 R +7 W +15
Special:
Designate +7d6 (3 attacks per round)
Punishment +5d6 (1/round, if Designate applies, max it to +30)
Howling Chain 5/day (DC 22)
Shadow Well 5/day (DC 22)
Black Tentacles 5/day (DC 22)
Greater Mighty Wallop 5/day
Wall of Force 5/day
Swift Torrent of Tears 5/day (DC 22)
Wall of Biting Chains 5/day
Forcecage 5/day
Lengthy Time of Torture (Swift) 1/day (DC 22)
Damage Reduction 8/-
Mounted Combat
Code of Conduct
Energy (typically Cold) Resistance 15
Speak to Animals
Immune to [Fear]
Knightly Spirit
Command
Defend Others
Quick Recovery
Bastion of Defence
Draw Fire
Feats:
XWP: Scourge
Combat School: Crafty Reach Style (Daze DC 22)
Subtle Cut
Juggernaut
Great Fortitude
Insightful Strike
Noteworthy Skill: Sense Motive +21
Magic Gear:
Scourge
Tower Shield
Full Plate
Str, Con, Wis boosters
18 (22) 12 21 (25) 14 18 (22) 16
Init +1
Speed 20'
HP: 174/174
AC: 31 (+1 Dex +12 Armour +8 Shield) flat 30 touch 11
BAB/Grab: +12/+22
-Maiming Scourge +22/+17/+17 to 5-10' (1d8+11, 19-20/x3, Vile)
-Fort DC 19 vs Stagger 1, can Trip/Disarm (at +10/+22)
F +13 R +7 W +15
Special:
Designate +7d6 (3 attacks per round)
Punishment +5d6 (1/round, if Designate applies, max it to +30)
Howling Chain 5/day (DC 22)
Shadow Well 5/day (DC 22)
Black Tentacles 5/day (DC 22)
Greater Mighty Wallop 5/day
Wall of Force 5/day
Swift Torrent of Tears 5/day (DC 22)
Wall of Biting Chains 5/day
Forcecage 5/day
Lengthy Time of Torture (Swift) 1/day (DC 22)
Damage Reduction 8/-
Mounted Combat
Code of Conduct
Energy (typically Cold) Resistance 15
Speak to Animals
Immune to [Fear]
Knightly Spirit
Command
Defend Others
Quick Recovery
Bastion of Defence
Draw Fire
Feats:
XWP: Scourge
Combat School: Crafty Reach Style (Daze DC 22)
Subtle Cut
Juggernaut
Great Fortitude
Insightful Strike
Noteworthy Skill: Sense Motive +21
Magic Gear:
Scourge
Tower Shield
Full Plate
Str, Con, Wis boosters
Human Monk 6/Rockstar 6
14 12 (16) 16 (20) 10 17 (21) 18 (22)
Init +3
BAB +10/Grab +12
HP: 95/95
F +15 R +17 W +12
Guitar +21/+16 (1d8+9, 19-20)
and Slam +17 (1d8+3, 19-20)
AC: 24 (+5 Wisdom +7 "Armour" +2 Shield)
Flat 19
Touch 22
Feats:
Two-Weapon Fighting
Blind Fighting
Combat School: LOVE DYNAMITE! (Fort vs Daze 1 DC 19)
Expert Tactician
Insightful Strike
Carrier (A-Virus: Slam, Fort DC 21 every hour vs 1d6 Int Drain, persists 1 week, at <5 Int start talking like him, at Int 0 turn into Zombie with Carrier (A-Virus), that looks like him)
Perform +26
Know: Arc+Eng +15
Features:
-Hungry Demon Spinning Kick!: Use Any Weapon, Fort vs Stun 1 DC 21
-Fortunate Dragon Fist: +4 Dodge to AC and Concealment
-Enlightened Crane Dance: +30' Speed and Move Anywhere
Armoured In Life (+7)
Fatal Strike
Diamond Soul (SR 17)
I'm Louder (Immediate counter [Sonic] by level check)
Bad Cover (Standard strumming, 65' radius Will DC 23 vs Sicken, sustain+2)
It Goes to 11! (Standard, 30' Cone, 12d6 Sonic, Fort 1/2 DC 22)
Instrumental Solo (Fascinate)
Battlesong (Move->Swift, +6 to hit and +2d6 damage)
Lovely Song (Torrent of Tears DC 22)
Natural Frequency (Immediate RTA to 50' +13, 2d6+18 Sonic)
Groupies (Leadership)
Laser Light Show (Swift, 2-3-2 pattern Ref DC 23 vs 2d4 Light)
Spellcasting:
Cantrips: Infinite, DC 22
-Prestidigitation, Dancing Lights, Ghost Sound, Summon Instrument, Lulluby
1st Level: 3/day, DC 22 [ ][ ][ ]
-Disguise Self, Silent Image, Ventriloquism, Magic Mouth, Hideous Laughter (Cheering)
2nd Level: 3/day, DC 22 [ ][ ][ ]
-Charm Person, Mirror Image, Calm Emotions, Shatter, Pyrotechnics
3rd Level: 2/day, DC 22 [ ][ ]
-Suggestion, Major image, crushing despair, good hope, enthrall.
Gear:
-Guitar of Hard Rock +5
-Charisma Booster
-Wisdom Booster
-Con Booster
-Dex Booster
14 12 (16) 16 (20) 10 17 (21) 18 (22)
Init +3
BAB +10/Grab +12
HP: 95/95
F +15 R +17 W +12
Guitar +21/+16 (1d8+9, 19-20)
and Slam +17 (1d8+3, 19-20)
AC: 24 (+5 Wisdom +7 "Armour" +2 Shield)
Flat 19
Touch 22
Feats:
Two-Weapon Fighting
Blind Fighting
Combat School: LOVE DYNAMITE! (Fort vs Daze 1 DC 19)
Expert Tactician
Insightful Strike
Carrier (A-Virus: Slam, Fort DC 21 every hour vs 1d6 Int Drain, persists 1 week, at <5 Int start talking like him, at Int 0 turn into Zombie with Carrier (A-Virus), that looks like him)
Perform +26
Know: Arc+Eng +15
Features:
-Hungry Demon Spinning Kick!: Use Any Weapon, Fort vs Stun 1 DC 21
-Fortunate Dragon Fist: +4 Dodge to AC and Concealment
-Enlightened Crane Dance: +30' Speed and Move Anywhere
Armoured In Life (+7)
Fatal Strike
Diamond Soul (SR 17)
I'm Louder (Immediate counter [Sonic] by level check)
Bad Cover (Standard strumming, 65' radius Will DC 23 vs Sicken, sustain+2)
It Goes to 11! (Standard, 30' Cone, 12d6 Sonic, Fort 1/2 DC 22)
Instrumental Solo (Fascinate)
Battlesong (Move->Swift, +6 to hit and +2d6 damage)
Lovely Song (Torrent of Tears DC 22)
Natural Frequency (Immediate RTA to 50' +13, 2d6+18 Sonic)
Groupies (Leadership)
Laser Light Show (Swift, 2-3-2 pattern Ref DC 23 vs 2d4 Light)
Spellcasting:
Cantrips: Infinite, DC 22
-Prestidigitation, Dancing Lights, Ghost Sound, Summon Instrument, Lulluby
1st Level: 3/day, DC 22 [ ][ ][ ]
-Disguise Self, Silent Image, Ventriloquism, Magic Mouth, Hideous Laughter (Cheering)
2nd Level: 3/day, DC 22 [ ][ ][ ]
-Charm Person, Mirror Image, Calm Emotions, Shatter, Pyrotechnics
3rd Level: 2/day, DC 22 [ ][ ]
-Suggestion, Major image, crushing despair, good hope, enthrall.
Gear:
-Guitar of Hard Rock +5
-Charisma Booster
-Wisdom Booster
-Con Booster
-Dex Booster
Human Monk 6/Rockstar 4
14 12 16 (20) 10 16 (20) 18 (22)
Init +1
BAB +9/Grab +11
HP: 95/95
F +14 R +14 W +11
Guitar +20/+15 (1d8+9, 19-20)
and Slam +16 (1d8+3, 19-20)
AC: 24 (+5 Wisdom +7 "Armour" +2 Shield)
Flat 19
Touch 22
Feats:
Two-Weapon Fighting
Blind Fighting
Combat School: LOVE DYNAMITE! (Fort vs Daze 1 DC 18)
Expert Tactician
Insightful Strike
Perform +24
Features:
-Hungry Demon Spinning Kick!: Use Any Weapon, Fort vs Stun 1 DC 20
-Fortunate Dragon Fist: +4 Dodge to AC and Concealment
-Enlightened Crane Dance: +30' Speed and Move Anywhere
Armoured In Life (+7)
Fatal Strike
Diamond Soul (SR 15)
I'm Louder (Immediate counter [Sonic] by level check)
Bad Cover (Standard strumming, 65' radius Will DC 22 vs Sicken, sustain+2)
It Goes to 11! (Standard, 30' Cone, 10d6 Sonic, Fort 1/2 DC 21)
Instrumental Solo (Fascinate)
Battlesong (Move->Swift, +6 to hit and +2d6 damage)
Lovely Song (Torrent of Tears DC 21)
Natural Frequency (Immediate RTA to 50' +10, 2d6+16 Sonic)
Spellcasting:
Cantrips: Infinite DC 21
-Prestidigitation, Dancing Lights, Ghost Sound, Summon Instrument, Lulluby
1st Level: 3/day DC 21 [ ][ ][ ]
-Disguise Self, Silent Image, Ventriloquism, Magic Mouth, Hideous Laughter (Cheering)
2nd Level: 3/day DC 21 [ ][ ][ ]
-Charm Person, Mirror Image, Calm Emotions, Shatter, Pyrotechnics
Gear:
-Guitar of Hard Rock +5
-Charisma Booster
-Wisdom Booster
-Con Booster
14 12 16 (20) 10 16 (20) 18 (22)
Init +1
BAB +9/Grab +11
HP: 95/95
F +14 R +14 W +11
Guitar +20/+15 (1d8+9, 19-20)
and Slam +16 (1d8+3, 19-20)
AC: 24 (+5 Wisdom +7 "Armour" +2 Shield)
Flat 19
Touch 22
Feats:
Two-Weapon Fighting
Blind Fighting
Combat School: LOVE DYNAMITE! (Fort vs Daze 1 DC 18)
Expert Tactician
Insightful Strike
Perform +24
Features:
-Hungry Demon Spinning Kick!: Use Any Weapon, Fort vs Stun 1 DC 20
-Fortunate Dragon Fist: +4 Dodge to AC and Concealment
-Enlightened Crane Dance: +30' Speed and Move Anywhere
Armoured In Life (+7)
Fatal Strike
Diamond Soul (SR 15)
I'm Louder (Immediate counter [Sonic] by level check)
Bad Cover (Standard strumming, 65' radius Will DC 22 vs Sicken, sustain+2)
It Goes to 11! (Standard, 30' Cone, 10d6 Sonic, Fort 1/2 DC 21)
Instrumental Solo (Fascinate)
Battlesong (Move->Swift, +6 to hit and +2d6 damage)
Lovely Song (Torrent of Tears DC 21)
Natural Frequency (Immediate RTA to 50' +10, 2d6+16 Sonic)
Spellcasting:
Cantrips: Infinite DC 21
-Prestidigitation, Dancing Lights, Ghost Sound, Summon Instrument, Lulluby
1st Level: 3/day DC 21 [ ][ ][ ]
-Disguise Self, Silent Image, Ventriloquism, Magic Mouth, Hideous Laughter (Cheering)
2nd Level: 3/day DC 21 [ ][ ][ ]
-Charm Person, Mirror Image, Calm Emotions, Shatter, Pyrotechnics
Gear:
-Guitar of Hard Rock +5
-Charisma Booster
-Wisdom Booster
-Con Booster
HP: Binary 16
Init -1 Speed 30' (can't run)
12 8 - - 10 1
AC 11, flat 11 touch 9
Fort +0 Ref -1 Will +3
Slam +3 (1d6+2, A-Virus DC 11)
DR 5/Slashing
Init -1 Speed 30' (can't run)
12 8 - - 10 1
AC 11, flat 11 touch 9
Fort +0 Ref -1 Will +3
Slam +3 (1d6+2, A-Virus DC 11)
DR 5/Slashing
Yuan-ti Halfblood Totemist 4 Final Boss 8
Huge Monstrous Humanoid
40 14 30 (36) 20 22 24 (30)
HP: 379/379
Temp: 100
Fire Resistance 57
Speed 40' Swim 15' Climb 15' Init +2
AC 48 (+2 Dex +18 Natural +10 Scale Armour +4 Profane -2 Size +6 Deflect)
flat 46 touch 20
F +35 R +20 W +31
BAB/Grab: +18/+45
-Constrict 2d6+26
-2 Bites +43 (2d6+27 plus Poison DC 32 and Daze DC 34, 19-20/x3)
-4 Tentacles +43 (2d8+27 and Daze DC 34, 19-20/x3)
(Can take ten for 53 to hit, Power Attacking for 13: 40 to hit, dice+53)
Special:
"Psionics" At will:
Chameleon
Detect Hostile Intent
Exhalation of the Black Dragon (DC 24)
3/day:
Aversion (DC 24)
Psionic Charm (all targets, DC 24)
Concealing Amorpha
Psionic Daze (9 HD, DC 24)
Deeper Darkness
Entangling Ectoplasm (Huge creatures)
Mind Thrust (ML 4th, 4d10+4, DC 24*)
1/day:
Body Purification (3 points)
Psionic Suggestion (two targets, DC 24)
Basic Soulmelds:
-Slime (+22 RTA 19d4+4 Acid recurring next round), Saves, Bound
-Angel (Short Cone Will vs Stun 1d2 DC 24)
-Vampire (+35 melee touch 19d4+4 HP theft), Deflect Boost, Bound
-Blood Ape (Always being used), Con Boost, Bound
-Phase Wasp (True Seeing 4 rounds), Saving Throws
-Shadow Mastiff (Short Range Will vs Panic 1d6 DC 24), Dex Boost
-Rapture Locusts (Short Range Will vs Daze 1d6 DC 24, 2d6+4 Force per round), Cha Boost, Bound
-Inferno Spider (15' radius Web, Ref vs Entangle DC 24, 1d8+23 Fire per round), Fire Resistance, Bound
5 Chakra
Respect for the Dead, Wild Empathy, Woodland Stride, Arcane Sight
Like a Bauss (roll twice for Initiative and Saves vs Action Denial/Death)
-All in 10' Staggered on any critical
Recurring Boss (return to Domain, 100% better, 1/day)
Quest Weakness (Regen 19/fuck you)
Unskippable Speech (Sanctuary DC 24)
Boss Music (halve all Sonic/Music/Song, each round Will DC 24 vs Shaken 2 -> Frighten 2 -> Panic 2 -> Coma 10)
Extra Monstrous Form in Domain: +5 Intimidate, extra Swift action/turn, +10 to Natty, 4 Tentacles +26 (2d6+9), Large, +8 Str, -2 Dex, +4 Con, -1 penalty, 100 Temp HP
Super Boss Move 1/4 rounds: 5' wide, 250' long Line (190 Force, Fort 1/2 DC 24)
Artificial Difficulty Increase
*Alertness, Blind Fight
Feats: INA: Bite, Multiattack, Insightful Strike,
Juggernaut, Great Fortitude, 15, Combat School: Murderface
Items: none
Huge Monstrous Humanoid
40 14 30 (36) 20 22 24 (30)
HP: 379/379
Temp: 100
Fire Resistance 57
Speed 40' Swim 15' Climb 15' Init +2
AC 48 (+2 Dex +18 Natural +10 Scale Armour +4 Profane -2 Size +6 Deflect)
flat 46 touch 20
F +35 R +20 W +31
BAB/Grab: +18/+45
-Constrict 2d6+26
-2 Bites +43 (2d6+27 plus Poison DC 32 and Daze DC 34, 19-20/x3)
-4 Tentacles +43 (2d8+27 and Daze DC 34, 19-20/x3)
(Can take ten for 53 to hit, Power Attacking for 13: 40 to hit, dice+53)
Special:
"Psionics" At will:
Chameleon
Detect Hostile Intent
Exhalation of the Black Dragon (DC 24)
3/day:
Aversion (DC 24)
Psionic Charm (all targets, DC 24)
Concealing Amorpha
Psionic Daze (9 HD, DC 24)
Deeper Darkness
Entangling Ectoplasm (Huge creatures)
Mind Thrust (ML 4th, 4d10+4, DC 24*)
1/day:
Body Purification (3 points)
Psionic Suggestion (two targets, DC 24)
Basic Soulmelds:
-Slime (+22 RTA 19d4+4 Acid recurring next round), Saves, Bound
-Angel (Short Cone Will vs Stun 1d2 DC 24)
-Vampire (+35 melee touch 19d4+4 HP theft), Deflect Boost, Bound
-Blood Ape (Always being used), Con Boost, Bound
-Phase Wasp (True Seeing 4 rounds), Saving Throws
-Shadow Mastiff (Short Range Will vs Panic 1d6 DC 24), Dex Boost
-Rapture Locusts (Short Range Will vs Daze 1d6 DC 24, 2d6+4 Force per round), Cha Boost, Bound
-Inferno Spider (15' radius Web, Ref vs Entangle DC 24, 1d8+23 Fire per round), Fire Resistance, Bound
5 Chakra
Respect for the Dead, Wild Empathy, Woodland Stride, Arcane Sight
Like a Bauss (roll twice for Initiative and Saves vs Action Denial/Death)
-All in 10' Staggered on any critical
Recurring Boss (return to Domain, 100% better, 1/day)
Quest Weakness (Regen 19/fuck you)
Unskippable Speech (Sanctuary DC 24)
Boss Music (halve all Sonic/Music/Song, each round Will DC 24 vs Shaken 2 -> Frighten 2 -> Panic 2 -> Coma 10)
Extra Monstrous Form in Domain: +5 Intimidate, extra Swift action/turn, +10 to Natty, 4 Tentacles +26 (2d6+9), Large, +8 Str, -2 Dex, +4 Con, -1 penalty, 100 Temp HP
Super Boss Move 1/4 rounds: 5' wide, 250' long Line (190 Force, Fort 1/2 DC 24)
Artificial Difficulty Increase
*Alertness, Blind Fight
Feats: INA: Bite, Multiattack, Insightful Strike,
Juggernaut, Great Fortitude, 15, Combat School: Murderface
Items: none
Purgatory:
This set of massive, heavy armour wasn't made in a prison plane, it is a prison plane. Donning it places the weight of your sins on your shoulders. Also, the weight of the armour. However, being locked in the hellscape turns out to actually be good for you. Who was to know?
[*]Considered Major Magic Item Giga-Armour
[*]Armour Bonus: 13 (plus Enhancement of +1 per 3 HD)
[*]Armour Check Penalty: -15
[*]Arcane Spell Failure: 250%
[*]Maximum Dexterity Bonus: +0
[*]Speed is halved, Running and Swimming are not possible
[*]Stability: +8 bonus to avoid being Tripped
[*]Imprisoned Soul: the wearer's soul is staying right where it is. They are immune to Level Drain/Energy Drain/Negative Levels, Trap the Soul, Magic Jar and anything else that specifically targets the soul
[*]Torment Beyond Death: even if alive, the wearer is treated to wait lies ahead when they one day die... turns out it's not so bad. They gain immunity to ageing, and need not eat, sleep or drink. They are never Fatigued, Exhausted, Sickened, Nauseated, Stunned, Confused, Dehydrated or Petrified. They are also immune to all Poisons and Diseases, including magical ones, Critical Hits, and to Blindness, Deafness, [Fear] effects, [Mind Affecting] effects and physical ability score damage/drain.
[*]The above applies even for things that specifically work against undead.
Maxwell's Silver Hammer:
This is a great massive hammer, and it is made of silver. Not just ordinary silver though, no. It is the silver of the Astral. If this should come down on someone's head, then it will make sure they are dead.
[*]Major Magic Item Warhammer
[*]+1 Enhancement bonus per 3 Hit Dice
[*]Anyone struck must make a Fortitude Save or be killed. If the target has a head but is immune to [Death] effects, they lose their head, which should probably have some effect.
Occam's Razor:
This razor is very straight, very sharp, and very simple. That said, the simplest solution is usually the best one, and as such, it's just damn handy to have on hand.
[*]Major Magic Item Dagger with a 17-20 critical threat range
[*]+1 Enhancement bonus per 3 Hit Dice
[*]Ignores all Hardness and Damage Reduction ever, bypasses Regeneration, and deals Vile Damage. Furthermore, attacks are resolved as Touch Attacks, because it's just that simple, ignoring all complex stuff like armour.
The Fickle Hand of Fate:
This is a very strange glove, going up the entire arm and being a sort of mixture of different colours spiralling together. It has no inherent bonus to itself, but various things are just sort of destined to be in the wearer's hand - they can always choose to consider that hand to be holding any mundane or alchemical item with a value under 500 GP, and if they throw or drop it, it's still actually really there. Furthermore, they can instead choose to have (and thus throw) Energised Potions - grenadelike bottles that deal 3d6 damage to the target on a touch attack, and to all adjacent things that fail a Ref Save, of any energy type. These thrown bottles gain the Enhancement bonus of a magic weapon.
Staff of the Insect Nation:
This staff was actually held by the great ant ruler of the human world of Earth, year 2705, and was the main source of his vast power. It grants an Enhancement bonus to Charisma, but more importantly, allows for any of the following to be done at will:
[*]Emulate a Creeping Doom effect (Concentration duration, Hellwasp swarms)
[*]Emulate a Summon Swarm effect (Concentration duration, summons an Abyssal Ant swarm)
[*]Summon 2d6 Giant Soldier Ants or Giant Bees, or 1d6 Giant Mantises or Giant Wasps or 1 Spider Eater or Advespa for 1 minute (only one such effect active at a time)
[*]Communicate with Vermin as though they spoke the Queen's English and were Friendly and Subservient
[*]Cast Dominate Person at will for as long as one Vermin creature is adjacent to them (only one such effect active at a time)
[*]Any summoned critters use the wielder's Base Attack Bonus and Base Saving Throws, and may use the wielder's Charisma modifier in place of their own Strength and Constitution modifiers if they so wish
Sandman's One-String Bass (see thread)
Invisible Hand of the Free Market:
This glove is invisible. It is also intangible. Some say it in fact doesn't exist and never does anything at all, but it turns out that in the Disgaeaverse, they're actually wrong. In the Netherworlds it does function (but not on the Prime Material Plane, hence the confusion).
[*]Grants an Enhancement bonus to Dexterity
[*]Renders the wearer immune to Mental Ability Score damage or drain, as well as [Mind Affecting] effects - they're that sure of themselves!
[*]The wearer has a constantly active Telekinesis effect on.
Last edited by Koumei on Thu Feb 16, 2012 1:22 am, edited 3 times in total.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
I really like these--the Doom Speaker and Iron Knight in particular. And the Prism Ranger. And--
Well, you get the idea. I can't wait to go through this in detail and see what else that demented anime-addled brain of yours came up with.
Well, you get the idea. I can't wait to go through this in detail and see what else that demented anime-addled brain of yours came up with.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.
--The horror of Mario
Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
--The horror of Mario
Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
I'm betting lots of lesbian ecchi-ness.
It looks great Koumei, I'll have to go through it when I have time myself.
It looks great Koumei, I'll have to go through it when I have time myself.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.
You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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God, I'm going to have to lay out what a Monk/Prism Ranger's bonuses and abilities would BE if he gets a full team with him and has them all transformed.
It -could- use an ability to get everyone to transform at once, mind you, if everyone has agreed to their role--like the Cleric having dibs on Purple or what-have-you.
It -could- use an ability to get everyone to transform at once, mind you, if everyone has agreed to their role--like the Cleric having dibs on Purple or what-have-you.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.
--The horror of Mario
Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
--The horror of Mario
Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
Actually, it sounds like Red just says "you're blue, you're green" etc, and then they can all transform together.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.
You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
Well, he's level 14 minimum at this point, so I'm pretty sure people don't care too much, but this is what he gets:Maxus wrote:God, I'm going to have to lay out what a Monk/Prism Ranger's bonuses and abilities would BE if he gets a full team with him and has them all transformed.
- Magic Lycra Armour (with an extra +9)
- Halve Fire/Cold/Electricity damage received
- Fire Resistance 70+
- Haste or Divine Favour
- Melee attacks are Touch Attacks, +3d6 Fire
- Potentially: 3d6 Cold, 4 Con, 3d6 Electricity, 3d6 Acid, 3d6 Negative, 3d6 Positive, Stagger+Ruinous, Dispel
- Cold Resistance 70+
- Intelligence Enhancement
- Immunity to Poison
- Constitution Enhancement
- Electricity Resistance 70+
- Dexterity Enhancement
- Acid Resistance 70+
- Strength Enhancement
- Immunity to [Death]
- Charisma Enhancement
- Immunity to [Mind Affecting]
- Wisdom Enhancement
- Immunity to Critical Hits and Stunning
- Natural Armour Enhancement
- Immunity to Fatigue, Exhaustion, Sickness, Disease, Nausea
- Resistance Bonus
Yeah, I probably should have worded it to "You use the Swift action to nominate everyone at once". Ah well.It -could- use an ability to get everyone to transform at once, mind you, if everyone has agreed to their role--like the Cleric having dibs on Purple or what-have-you.
Last edited by Koumei on Tue May 01, 2012 11:45 pm, edited 1 time in total.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
Wait, the nomination isn't permanent?
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.
You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
After further reading...
-I don't like gargoyles having a block they're attached to instead of legs. But that's just me there. I prefer my gargoyles to, well, http://creativeuncut.com/gallery-18/ds- ... oyle1.html
-The Crop Duster Mothman PrC has a lot of potential for badassery. Especially since by the time you hit high enough level that you can get that bonus damage for charging, your speed is in the three-digit range. And can flying critters move twice their movement speed to charge, too?
-I don't like gargoyles having a block they're attached to instead of legs. But that's just me there. I prefer my gargoyles to, well, http://creativeuncut.com/gallery-18/ds- ... oyle1.html
-The Crop Duster Mothman PrC has a lot of potential for badassery. Especially since by the time you hit high enough level that you can get that bonus damage for charging, your speed is in the three-digit range. And can flying critters move twice their movement speed to charge, too?
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.
--The horror of Mario
Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
--The horror of Mario
Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
I agree, but this is what Disgaea presents for gargoyles.Maxus wrote: I don't like gargoyles having a block they're attached to instead of legs.
Yeah, but I have never seen anyone pick a Mothman for their race, and have barely used them as NPCs (even though in the vidya game they're one of the first things I gank). So the ability comes online at level 12 (allowing for 160' move, doubled to 320' for a max range charge, dealing +32d6 = holy shit), but:The Crop Duster Mothman PrC has a lot of potential for badassery.
[*]That's pretty high level, after many people stopped caring
[*]That does leave them vulnerable after
[*]Even with that, nobody takes them.
So it doesn't worry me too much.
And yeah, they clearly want to pick up other speed boosts (items/Barbarian levels), the ability to turn corners when charging (to always get max charge), and the ability to not provoke with movement (Monk 1 will do it).
I believe so.And can flying critters move twice their movement speed to charge, too?
So yes, Mothman Monk 1/Thief-Acrobat 6/Crop Duster 5 is pretty rad, and if they then take the next 2 levels of it and finish off with 6 levels of Barbarian they charge 930 feet for weapon + strength + 3d6 rage + 93d6 charge and you stop caring about the weapon + strength + rage part because the foe exploded. Or he follows Crop Duster with Masked Hero and eventually has a Fly Speed of 1000' (Masked Hero) + 200' (Crop Duster) = Charge 2400' for 240d6 +20d6 + weapon + strength and reduces foes to their molecular components. Or Monk 4/Crop Duster 6/Netherworld Scout 10 for Fly Speed 1350 = Charge 2700 (270d6).
That is a bit crazy. I'm surprised there aren't more mothmen! I'd do something about that, but you know, care factor.
Last edited by Koumei on Sat May 05, 2012 6:11 am, edited 1 time in total.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
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Oh snap, diving? Fantastic.
Well, I think the clear thing to do here is to change it so they're not getting uncapped extra damage for moving, and instead just give them something else. Rather than trying to ease the number back (which can't really work - even +1d6 per 100' (+6d6 when you get it at level 12) becomes over 50d6 at level 20 if done "properly"), or look through and cut down every single way to increase speed, just removing a problem "do big damage" ability looks wisest.
I'll get right onto it once I care enough.
Also, for financial and father-has-cancer-again reasons, my sister and I are likely moving back to the stoned religious murderer state in a month or so, so the tabletop game's hiatus is basically extended for another year turning into "game over". But hey, it ended with them killing Zetta and each becoming an Overlord. If that isn't success, you're setting the bar really high.
Note: this means the document needs more use from others, not that it was a waste of time. The online game will continue, and I mandate that you all make use of it - go out there and use the stuff in other games, or run Disgaeagames of your own. Come on, it's already had like 3 campains and a convention game, which makes it at least as popular as 4E.
Well, I think the clear thing to do here is to change it so they're not getting uncapped extra damage for moving, and instead just give them something else. Rather than trying to ease the number back (which can't really work - even +1d6 per 100' (+6d6 when you get it at level 12) becomes over 50d6 at level 20 if done "properly"), or look through and cut down every single way to increase speed, just removing a problem "do big damage" ability looks wisest.
I'll get right onto it once I care enough.
Also, for financial and father-has-cancer-again reasons, my sister and I are likely moving back to the stoned religious murderer state in a month or so, so the tabletop game's hiatus is basically extended for another year turning into "game over". But hey, it ended with them killing Zetta and each becoming an Overlord. If that isn't success, you're setting the bar really high.
Note: this means the document needs more use from others, not that it was a waste of time. The online game will continue, and I mandate that you all make use of it - go out there and use the stuff in other games, or run Disgaeagames of your own. Come on, it's already had like 3 campains and a convention game, which makes it at least as popular as 4E.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
You could cap the damage by HD.
Like, no more than +2d6 per HD.
Like, no more than +2d6 per HD.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.
--The horror of Mario
Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
--The horror of Mario
Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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You could just make it like the Scout's Skirmish ability except not lame. Give them a considerable (but not in the hundreds) number of bonus damage dice if they move more than a modest distance during their turn before an attack. So rather than being +Xd6/Y distance it would just be something like +10d6 iff they moved at least 30 feet.
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-Username17
Yeah, I'll do that. Nice and simple.
Also, I created a document with level-by-level tables for canon characters from 1-20 (just starting race/class/array, and the classes, feats, abilities gained (not spells/soulmelds selected, but monk styles were) and ability score increases, along with lists of the gear they should gradually get).
It is here for anyone who wants it, so they can throw a level 3 Laharl or whatever at people. It covers D1 (Laharl, Etna, Flonne, Midboss), D2 (Rozalin (both forms), Adell, Axel, Yukimaru/Fubuki, Tink), D3 (Mao, Raspberyl, Almaz, Sapphire, Salvatore, Kyoko, Asuka), D4 (Fenrir, Valvy, "Vulcanus", Death, Fuka, Desco), MK (Zetta, Salome, Asshat, Seedle, Babylon - no idea what the fuck Micky would be other than a Final Boss), PB (Ash, Marona, Sprout - sorry, no Walnut, Scarlet the Brave, Warthog-dudes or Street Sharks), LPT (Priere, Culotte, Alouette, and I totally forgot the shooting guy even existed, whoops) and Misc (that girl who will never star in her own game, and Baal).
Note that, as it doesn't include write-ups of what the abilities and feats do, nor a running total of Saves, BAB, attack, damage, HP, AC etc. anyone using it will still actually need to do a lot of work themselves. I don't think I particularly feel like writing up hundreds of sheets, nor script something up in Excel to spit the results out.
Also, I created a document with level-by-level tables for canon characters from 1-20 (just starting race/class/array, and the classes, feats, abilities gained (not spells/soulmelds selected, but monk styles were) and ability score increases, along with lists of the gear they should gradually get).
It is here for anyone who wants it, so they can throw a level 3 Laharl or whatever at people. It covers D1 (Laharl, Etna, Flonne, Midboss), D2 (Rozalin (both forms), Adell, Axel, Yukimaru/Fubuki, Tink), D3 (Mao, Raspberyl, Almaz, Sapphire, Salvatore, Kyoko, Asuka), D4 (Fenrir, Valvy, "Vulcanus", Death, Fuka, Desco), MK (Zetta, Salome, Asshat, Seedle, Babylon - no idea what the fuck Micky would be other than a Final Boss), PB (Ash, Marona, Sprout - sorry, no Walnut, Scarlet the Brave, Warthog-dudes or Street Sharks), LPT (Priere, Culotte, Alouette, and I totally forgot the shooting guy even existed, whoops) and Misc (that girl who will never star in her own game, and Baal).
Note that, as it doesn't include write-ups of what the abilities and feats do, nor a running total of Saves, BAB, attack, damage, HP, AC etc. anyone using it will still actually need to do a lot of work themselves. I don't think I particularly feel like writing up hundreds of sheets, nor script something up in Excel to spit the results out.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
Okay, here's the fixed document:
[*]One incorrect page number in the contents was fixed
[*]Everyone now gets nominated with the same Swift action (Prism Ranger)
[*]Crop Dusters now just get a flat +10d6 damage when charging at least 50' at a lower foe
[*]One incorrect page number in the contents was fixed
[*]Everyone now gets nominated with the same Swift action (Prism Ranger)
[*]Crop Dusters now just get a flat +10d6 damage when charging at least 50' at a lower foe
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
The Reaper of Souls prestige class (very cool, btw) says "Assumed Entry: Ghost/Vampire Blue Mage 5", but such a character can meet the Wills Save requirement at level 6, and the skill requirement (Knowledge (Religion) 10) at level 7.

-Kid Radd
shadzar wrote:those training harder get more, and training less, don't get the more.
Stuff I've MadeLokathor wrote:Anything worth sniffing can't be sniffed
Well, something else for me to fix, it seems. I may add a "Special: a character with Tomb-Tainted Soul can ignore the racial requirements" as well, to let Death Emizel meet the requirements, seeing as he's kind of wraith-themed and is probably more "child of undead" than "child of demon".
Edit: fixed it (but haven't re-uploaded). It's now "Know (Religion) 8 ranks, Vampire or Ghost (or Death Knight or Tomb-Tainted Soul), Base Will +4", so anyone can do it as Knight 10 (if they remember the Knowledge ranks), or a Ghost/Vampire can do it as [Class with Good Will] 5.
Edit: fixed it (but haven't re-uploaded). It's now "Know (Religion) 8 ranks, Vampire or Ghost (or Death Knight or Tomb-Tainted Soul), Base Will +4", so anyone can do it as Knight 10 (if they remember the Knowledge ranks), or a Ghost/Vampire can do it as [Class with Good Will] 5.
Last edited by Koumei on Sun May 06, 2012 3:36 am, edited 1 time in total.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
Also, text trumps table: The Prism ranger can nominate the Yellow, Orange, Indigo, Purple, Black!!!, and Pink!!! rangers at 3ed level, kinda, because all of the nominating entries only refer to nominating the Blue ranger.

-Kid Radd
shadzar wrote:those training harder get more, and training less, don't get the more.
Stuff I've MadeLokathor wrote:Anything worth sniffing can't be sniffed
Oh snap! You're right, I just copy-pasta'd everything so they all say "at third level". I'll fix that up too.Hicks wrote:Also, text trumps table: The Prism ranger can nominate the Yellow, Orange, Indigo, Purple, Black!!!, and Pink!!! rangers at 3ed level
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
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