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Rewriting Some Classes


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Koumei Posted: Tue Oct 11, 2011 11:16 am    Post subject: Rewriting Some Classes
Serious Badass

Joined: 07 Mar 2008 A lot of my classes I'm happy with - Time Mage, Sohei, Witch, War Mage and your mum. But a few I
Posts: 13356 think could do some work, such as:
Location: South Ausfailia
Not being quite as silly (this is not a reduction to zero)
Not having too many things clogging up the Special column
Being a bit more coherent
Changing a few things so that, for instance, Ninjas don't carry pick-axes and scythes

So here we have The Ninja Mk III:

The Ninja

"Nin-nin!"

Flavour Text Goes Here

Playing a Ninja: Ninja get to add Int to a lot of things and have Save DCs based on Int, so it benefits
them to make it one of their better scores, but not so majorly as for a Wizard. They also benefit from a
high Dex, with other ability scores chosen as your style dictates.

Alignment: Ninja can be loyal to their clan master or masterless brigands, if you think that describes
Law or Chaos (similarly they can be wet or dry, if you use that metric). They can be murderous
assassins or protectors of the people. Ninja can be of any alignment.

Races: anyone can be a Ninja, though humans and elfs gravitate towards it, as do halflings. There are
only a few Mountain Giant Ninja out there, no more than a dozen, tops. Kappa are weirdly keen on
being Ninja.

Starting Money: 4d4*10 GP (100 GP)


Starting Age: as Rogue
Hit Die: d6
Skill Points: 6+Int per hit die
Class Skills: Appraise (Int), Balance (Dex), Bluff* (Cha), Climb (Str), Diplomancy (Cha), Disable Device
(Int), Disguise* (Cha), Escape Artist* (Dex), Forgery* (Int), Gather Information (Cha), Hide* (Dex),
Intimidate (Cha), Jump* (Str), Knowledge (Any) (Int), Listen (Wis), Move Silently* (Dex), Perform
(Dance/Stage Theatre) (Cha), Profession (Any), Ride (Dex), Search* (Int), Sense Motive (Wis), Spot
(Wis), Survival (Wis), Swim (Str), Tumble* (Dex)
*Select one of these skills upon taking your first Ninja level. The Ninja always has maximum ranks in
this skill.

Jutsu AC
Level BAB Fort Ref Will Special
Points Bonus
Armoured in Life, Surprise, Jutsu Use,
1 +1 +0 +2 +2 1 4
Too Fast By Half
2 +2 +0 +3 +3 Wall Jump, Ninja'd 2 5
3 +3 +1 +3 +3 Invisible, Speed of Thought 2 5

4 +4 +1 +4 +4 Dark Stalker, Hypnotic Gaze 3 6


5 +5 +1 +4 +4 Master of Disguise, Mystic Art 3 6
6 +6/+1 +2 +5 +5 Double-Jump, Scuttler 3 7
7 +7/+2 +2 +5 +5 Anti-Noise Aura 4 7

8 +8/+3 +2 +6 +6 Log Trick, Go Ninja Go Ninja Go! 4 8


9 +9/+4 +3 +6 +6 Master of Escape, Lightning Strike 4 8
10 +10/+5 +3 +7 +7 Mystic Art, Close Combat 4 9
11 +11/+6/+6 +3 +7 +7 Shadow Arts I: Veils of Shades 5 9
12 +12/+7/+7 +4 +8 +8 Too Fast by 3/4 5 10

13 +13/+8/+8 +4 +8 +8 Spirit Blade 5 10


14 +14/+9/+9 +4 +9 +9 Perfect Disguise 5 11
15 +15/+10/+10 +5 +9 +9 Mystic Art, Perpetual Distraction 5 11
16 +16/+11/+11/+11 +5 +10 +10 Opportunistic Strike 6 12
17 +17/+12/+12/+12 +5 +10 +10 Murder Punch 6 12
18 +18/+13/+13/+13 +6 +11 +11 Hidden From Magic 6 13
19 +19/+14/+14/+14 +6 +11 +11 Shadow Arts II: Nightmare Realm 6 13
20 +20/+15/+15/+15 +6 +12 +12 Mystic Art, Fully Too Fast, Clan Master 6 14

Weapon and Armour Proficiency: the Ninja is proficient with all Simple Weapons, all Martial
Weapons, and two Exotic Weapons of the player's choice. The Ninja is not proficient with any armour.

Special: If the Ninja is a Kappa or some other variety of turtle-person, he is instead only proficient with
the Quarterstaff, Sai, Long Sword, Nunchaku and Shuriken, but gains Two Weapon Fighting as a
Bonus Feat.

A Note on Standard Attacks: various abilities require a "Standard Attack" be made. This is a regular
attack made as a Standard action.

Jutsu Use (Su): as she gains levels, the Ninja gains a number of Jutsu Points. With a Free action,
these Jutsu Points can be assigned to different things, but once assigned, they are stuck that way
until a minute is spent meditating, which reallocates all points to "unspent". Jutsu Points can be
allocated to any of the following, adding her Int modifier as an Insight bonus:
Attack rolls
Damage rolls
Saving throws
Spell resistance (must possess it already)
Fast Healing (must possess it already)
Dex-based Skill checks
Cha-based skill checks
Wis-based skill checks
Str-based skill checks
Constitution Score
All pre-existing Energy Resistances (must already possess at least one type)
Total Damage Reduction (in any instance, after adding various types. If none apply, treat this alone
as /-)

Alternately, a Jutsu Point can be "spent" (unusable until renewed through the minute of meditation) to
regain a daily use of a Spell-like Ability gained from the Ninja Class, to activate certain abilities, or to
re-roll Initiative. A Jutsu point spent in such a way cannot have already been allocated - it must be left
in reserve and then spent.

Armoured In Life (Su): as long as she is not using armour or a shield that he is not proficient with, the
Ninja gains a special Armour bonus. This Armour bonus even applies against Touch Attacks and
Incorporeal Touch Attacks, and has a value of +4. Every two levels, it increases by +1. If wearing
armour with which she is proficient, she may add its Enhancement bonus to this.

If the Ninja has levels of Monk, then Ninja levels count as Monk levels for the purpose of determining
the size of the bonus.

Surprise (Ex): the Ninja is good at taking advantage of unprepared foes. She has the Edge against
any enemy who is denied their Dexterity bonus to Armour Class, and once per turn may make an
Attack of Opportunity against one such foe just because.

Too Fast By Half (Ex): the Ninja multiplies her Base Speed by 1.5 whenever she is not using armour or
a shield with which she is not proficient.

Wall Jump (Ex): at second level, the Ninja can use her jumping skills to bounce off walls, and to slide
down them as well. This prevents her from suffering falling damage when adjacent to a wall, and
allows her to halve any Jump DC if she starts the jump adjacent to a wall. If effectively flanked by two
adjacent walls, she gains a Climb speed equal to her land speed.

Ninja'd (Ex): Ninja always seize the initiative at the last moment, before others can react. At second
level, if there is no Surprise Round for a given combat, the Ninja gains her own Surprise Round. If
there is a Surprise Round, the Ninja automatically is able to act in it. The Ninja can only access this
ability if she possesses more levels of Ninja than any other class.

Invisible (Su): the third level Ninja may become Invisible at will, as per the spell Invisibility. This still
requires a Standard Action to activate and ends if she attacks.

Speed of Thought (Ex): the third level Ninja moves so fast she gets speed lines when she runs. She
may add her Intelligence bonus to her Initiative, and to all Trip, Bullrush, Disarm and Grapple attempts
against foes who are denied their Dexterity bonus to Armour Class.

Dark Stalker (Ex): at level four, the Ninja can see and hear Incorporeal and Ethereal creatures
normally, as if they lacked those traits, so they must make Hide and Move Silently checks if they want
to sneak up on her.
Hypnotic Gaze (Su): the level four Ninja gains a Gaze attack out to 30' that causes targets who fail a
Will Save (Intelligence-based) to become Fascinated until attacked or until they lose sight of the
Ninja. By spending a Jutsu Point she can add a Suggestion effect to a creature affected by the Gaze,
though they are allowed a separate save against this effect (same DC). A creature who successfully
saves is immune to that Ninja's Gaze for the rest of the day.

Master of Disguise (Su): with a DC 15 Disguise check, a fifth-level Ninja can replicate a Disguise Self
effect. With a DC 20 Disguise check, she can replicate an Alter Self effect.

Mystic Art: at level five, and every five levels thereafter, the Ninja gains a special Mystic Art that can
be selected from the following list. Some have minimum level requirements:
Vital Strike (Ex): once per round, when the Ninja strikes a foe who is denied their Dexterity bonus
to Armour Class, the foe must make a Fortitude Save (Intelligence-based) or be Nauseated for 1
round
Fog Cloud (Sp): each use of this ability requires spending a Jutsu point
Hold Monster (Sp): each use of this ability requires spending a Jutsu point. Furthermore, passing
the save still results in suffering 5d6 non-lethal damage and taking a -3 penalty to Will saves for 1
round. The Save DC is Intelligence-based.
Kagenui (Ex): with a Standard attack, the Ninja forces a successfully hit opponent to attempt a
Fort Save (Intelligence-based) or be Anchored in place for 3 rounds.
Mafuujin (Su): with a Standard attack, the Ninja forces a successfully hit opponent to attempt a
Will Save (Intelligence-based) or be Confused for 1 minute. She may elect for this to deal non-lethal
damage at no penalty.
Flight (Su): this requires a Jutsu Point be assigned to flying - doing so grants a Fly speed of 30'
(Average), +5' per level. Minimum level 10.
Not Visible (Su): this requires a Jutsu Point be assigned to not being visible - doing so grants
Improved Invisibility that cannot be beaten by True Seeing or See Invisible, only by Invisibility Purge -
although attacking makes her partially visible as normal, invisibility resumes at the beginning of her
next turn. Minimum level 10.
Magic Focus (Su): by spending a Jutsu Point, the Ninja regains a Daily or Hourly use of a Spell-like
Ability from any source, even magic items. Minimum level 10.
Shini Kaze (Ex): with a Standard attack, the Ninja forces a successfully hit opponent to attempt a
Fort Save (Intelligence-based) or be Poisoned (2d6 Con/2d6 Con). Minimum level 10.
Tougenkyo (Su): with a Standard attack, the Ninja forces a successfully hit opponent to attempt a
Fort Save (Intelligence-based) or be Blinded and Cursed (ability score penalty) for 1 minute. Minimum
level 10.
Devil Ghost Body (Su): a Jutsu point may be assigned to Armour Class, adding the Ninja's
Intelligence bonus as an Insight bonus to it. Minimum level 10.
Spell Stowaway (Su): any time someone within 30' casts a spell on themselves or on a target
within 30' of the Ninja, the Ninja, after attempting to identify the spell, may choose to also be affected
by it, spending an Immediate action to do so. Minimum level 15.
Disregard Me (Su): this requires a Jutsu Point be assigned to it, resulting in the Ninja being
impossible to detect with Divinations unless she wants to be detected by them, and she never
provokes Attacks of Opportunity while benefiting from it. Enemies can't even use readied actions
against her. However abilities that allow Attacks of Opportunity to be made even against people who
don't provoke, or that force people to provoke, still work. Minimum level 15.
Min Min Min (Su): with a Standard attack, the Ninja forces a successfully hit opponent to attempt
a Fort Save (Intelligence-based) or fall Asleep for 10 minutes. Minimum level 15.
You Can't See Me (Su): this requires a Jutsu Point to be assigned to it. The Ninja may use an
Immediate action to cause an attack, spell or effect directed at her to instead target the
attacker/originator of the effect. They must continue to use it at full force, with the full bonus they
would have used against him, and cannot attempt to redirect the effect or force it to miss or fail.
Minimum level 20.
Forbidden Technique (Su): by spending a Jutsu Point, the Ninja can use a Full Round action to
force a foe within 30' to attempt a Will Save (Intelligence-based). If they pass, they suffer 2d6
negative levels. If they fail, they are instantly annihilated, and can only be brought back by journeying
to the plain their soul is sent to and performing a great quest. Minimum level 20.
Harem No Jutsu (Su): by spending a Jutsu Point, the Ninja bestows a Hold Monster effect on all
targets within 50 feet. The save is Intelligence-based, and those who are held three rounds in a row
must make a Fortitude Save (same DC) or die, but die happy. Those who pass the initial save are
Stunned for 1 round and suffer 5d6 non-lethal damage. Minimum level 20.
Yukkikage (Ex): by spending a Jutsu Point, the Ninja may use one Full Action to get two Full
Actions, though these may not further be doubled by this ability. Minimum level 20.

Double-Jump (Ex): the sixth-level Ninja is able to jump while already in the air. The height and length
of any Jump she makes may be doubled if she wishes, and she may turn corners and other such
things while jumping.

Scuttler (Ex): the level six Ninja is great at moving about in all situations. She may move at regular
speed while being stealthy, and does not suffer penalties for difficult terrain.

Anti-Noise Aura (Su): the level seven Ninja is so stealthy that she passes it on to her allies: at will she
may radiate a 20' radius Aura of Silence, masking all noises made inside it as though inside a sound-
proof dome.

Log Trick (Su): just when you think you have a Ninja, you actually have a log. The Ninja is behind you.
At level eight, the Ninja may Dimension Door up to 30' away with an Immediate action, leaving a Mirror
Image behind for 4 rounds (or until interacted with). When the image ends, a log appears in its place.
By spending a Jutsu Point, she may perform this as an Immediate Action. This ability cannot be
performed in armour with which she is not proficient.

Go Ninja Go Ninja Go (Ex): the eighth-level Ninja may make a Full Round action (or a Standard action
and a Move action, or two Move actions) and a Swift action in the Surprise round, as opposed to just
one Partial action. This does not apply when wearing armour with which she is not proficient.

Master of Escape (Ex): the ninth-level Ninja is hard to pin down. Any Escape Artist check may be
made as a Standard action that does not provoke, and she may make Epic checks at the following
DCs: Extremely Tight Space (a chimney, a glass jar, someone's anus) DC 30, Walls of Force DC 40 or
Caster Level + 5, whichever is higher. She also adds her Intelligence Bonus to all attempts to escape a
Grapple. None of this applies when wearing armour with which she is not proficient.

Lightning Strike (Ex): when flying or jumping, the level nine Ninja may make a special charge attack.
She moves in a straight line, up to twice her Movement Speed, and makes one attack roll, applying it
against everyone in this line. She gains the charge bonus and penalty still, and anyone successfully
hit must pass a Fortitude Save (Intelligence-based) or be Staggered for one round. This ability cannot
be used while wearing armour with which she is not proficient, and performing it leaves her Staggered
on her next turn.

Close Combat (Ex): at level ten, the Ninja functions just fine when in a Grapple - she can act normally,
even moving - even if Pinned - and is not denied her Dexterity bonus to Armour Class. Furthermore,
her opponent is denied their Dexterity bonus to Armour Class against her attacks.

Shadow Arts I: Veils of Shades (Sp): at level eleven, the Ninja gains the following Spell-like abilities:
Hallucinatory Terrain once per day, Darkness at will, and Mirror Image a number of times per day equal
to her Intelligence bonus (minimum 1).

Too Fast by 3/4 (Ex): at level twelve, the Ninja becomes even faster. She may make a Move action as
an Immediate action, and makes 10' steps of adjustment instead of 5' steps (unless she only wants
to move 5'). With a DC 25 Balance check, she can instead make 15' steps of adjustment.

Spirit Blade (Su): the thirteenth-level Ninja can even cut ghosts. All of her attacks affect Incorporeal
and Ethereal creatures as though they lacked those abilities, and ignore Armour and Shield bonuses
to Armour Class (but not Natural Armour), as well as all kinds of Damage Reduction.

Perfect Disguise (Su): at level fourteen, the Ninja can use a DC 35 Disguise check and ten minutes to
disguise herself almost perfectly into any creature - she can appear as a creature of any Type,
Subtypes or Size, providing the creature does indeed appear at all. This simply results in her looking
like the creature, not taking on any of its abilities, and taking no penalties to future Disguise or Bluff
checks to blend into Storm Giant society or the Pixie court or whatever. True Seeing does not trump
this, though effects that force creatures to revert to their true form will work.

Perpetual Distraction (Ex): people are always distracted when fighting Ninjas. At level fifteen, the
Ninja always counts as flanking any enemy she attacks.

Opportunistic Strike (Ex): at level sixteen, the Ninja is really good at taking advantage of foes who are
already hobbled. Falling Prone provokes an Attack of Opportunity from the Ninja, and Prone foes are
denied their Dexterity bonus to Armour Class against her.

Murder Punch (Ex): people die when they are killed. All attacks made by a seventeenth-level Ninja
ignore Regeneration - the damage is just there until healed (naturally or by magic), and is very much
real damage. Anyone slain by her can only be brought back by a Wish, Miracle, True Resurrection or
great journey to the afterlife and personally defeating the setting's god of death.

Hidden From Magic (Su): at eighteenth level, the Ninja may, after attempting to identify a spell being
cast from within 30', use an Immediate action to be excluded from the Targets or Area of Effect. She
may even use this to walk unimpeded through a spell that has already been cast such as a Wall of
Fire. A weapon enhanced by a spell will still attack her just fine - the target is the weapon, not her -
likewise, a non-magical object conjured by magic (such as a lump of rock) affects her normally after
the initial conjuration, only providing potential immunity to the effects of it being summoned around
her in the first place.

Shadow Arts II: Nightmare Realm (Sp): at level nineteen, the Ninja may cast Nightmare Terrain three
times per day. Every round, one target of his choice within the Nightmare Terrain area can be targeted
with a Shadow Well effect (Intelligence-based). She may also once per day transform into a
Nightwalker as a Spell-Like Ability, completely replacing her character sheet with the monster entry,
save for her Alignment and the ability to transform back as a Free Action, or automatically if
destroyed or after one hour. No effects - damage, ongoing spells, magic items, class features,
diseases, anything - carry from one form to the other, though her condition is "frozen" in place when
she transforms: if she is poisoned, the transformation won't save her from saving against secondary
damage, it just takes place a lot later.

Clan Master (Ex): at level twenty, the Ninja becomes Ageless and Immortal. She needn't eat, drink or
sleep, and will never die of old age, appearing to eternally be in the prime of her youth. Bonuses and
penalties from age no longer apply, and never will apply.

Fully Too Fast (Su): the twentieth-level Ninja's speed improves from one and a half times the base
speed to double the base speed. Additionally, she may Teleport at will, that's how fast she moves.
_________________
Count Arioch the 28th wrote:
There is NOTHING better than lesbians. Lesbians make everything better.
Last edited by Koumei on Thu Jun 21, 2018 6:20 am; edited 4 times in total

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Sunwitch Posted: Tue Oct 11, 2011 12:05 pm    Post subject:
Journeyman

This should replace the version that's in the current PDF post-haste; the main problem that I have
always had with the other Koumei Ninja has been, well, that it's less a "Ninja" and more "Koumei's
Ninja". Which is to say, not really what most people think of when they think of a "Ninja". This one is
better in that way by a fair margin.

Joined: 31 May 2008


Posts: 167

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Koumei Posted: Tue Oct 11, 2011 12:47 pm    Post subject:
Serious Badass

Joined: 07 Mar 2008 Yeah, the main reasons for deciding to do so were "This is a little bit of every ninja idea ever" and
Posts: 13356
Location: South Ausfailia
"Ninjas carry scythes". So a few changes, a lot of retyping, and here we are - but with options (in the
form of Mystic Arts) to be a Sex Ninja or a Disgaea Ninja or a Real Ultimate Power Ninja or whatever.
Hell, I might put in some feats or something later that allows for a Mortal Kombat Ninja or whatever.

Next will be the Swashbuckler - slightly less random crap based on pirate clothing and magical
abilities, more of a streamlined class designed to stop enemies from moving and then hurt them
more for failing to attack her.
_________________
Count Arioch the 28th wrote:
There is NOTHING better than lesbians. Lesbians make everything better.

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Josh_Kablack Posted: Tue Oct 11, 2011 5:11 pm    Post subject:
King

Flavor Text Suggestion: Ancient stoic black-clad masters of stealth who deny even the existence of
ninja, most ninjas are rebellious teenagers wearing neon orange and running around proclaiming what
great ninjas they are.

Wording question: Is a "Standard Attack" an attack made as a standard action? or is it a single


attack?
Joined: 07 Mar 2008
_________________
Posts: 5287 "But transportation issues are social-justice issues. The toll of bad transit policies and worse
Location: Online. duh
infrastructure—trains and buses that don’t run well and badly serve low-income neighborhoods,
vehicular traffic that pollutes the environment and endangers the lives of cyclists and pedestrians—is
borne disproportionately by black and brown communities."
Last edited by Josh_Kablack on Tue Oct 11, 2011 5:13 pm; edited 1 time in total

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Sunwitch Posted: Wed Oct 12, 2011 12:23 am    Post subject:
Journeyman
TGD vernacular, particularly with the advent of the Soldier class, seems to have defined a "standard
attack" as an attack made as a standard action; I don't think this terminology existed before.

Joined: 31 May 2008


Posts: 167

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Koumei Posted: Wed Oct 12, 2011 2:27 am    Post subject:
Serious Badass

Joined: 07 Mar 2008 Good point, I'll define it properly. I'll also fix the BAB thing, because "Dhuuuuur", >implying it goes
Posts: 13356 +15/+10/+5 and not +15/+10/+10
Location: South Ausfailia
_________________
Count Arioch the 28th wrote:
There is NOTHING better than lesbians. Lesbians make everything better.

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...You Lost Me Posted: Wed Oct 12, 2011 2:41 am    Post subject:
Duke

Joined: 10 Jan 2011 What makes Devil Ghost Body so powerful that it requires minimum level 20?
Posts: 1798
_________________
DSMatticus wrote:
Again, look at this fucking map you moron. Take your finger and trace each country's coast, then
trace its claim line. Even you - and I say that as someone who could not think less of your
intelligence - should be able to tell that one of these things is not like the other.

Kaelik wrote:
I invented saying mean things about Tussock.

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Koumei Posted: Wed Oct 12, 2011 4:07 am    Post subject:
Serious Badass

Joined: 07 Mar 2008 My awful handwriting, where I look down later and read a 10 as a 20.
Posts: 13356
Location: South Ausfailia
You might ask "Why 10? Why not 5, or just a regular option?" to which the answer is "Add another
applies-in-all-cases bonus to my Armour Class, and actually be hard to hit if you're not using pure-
accuracy monsters that can auto-hit everyone else even with a lot of power attack? Yes please!" It
seems a bit too obvious a choice early on, so giving it later, they can choose to spend a choice on it,
or to instead spend the choice on Winning More.

But yeah. It's not a level 20 ability.


_________________
Count Arioch the 28th wrote:
There is NOTHING better than lesbians. Lesbians make everything better.

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Koumei Posted: Wed Oct 12, 2011 5:25 am    Post subject:
Serious Badass
The Swashbuckler
Joined: 07 Mar 2008
Posts: 13356
Location: South Ausfailia
"Your money. Your life is not an acceptable substitute."

FLAVOUR TEXT

Playing a Swashbuckler: Swashbucklers primarily want a good Dexterity, followed by Charisma. They
can then decide how much they care about the other ability scores.

Alignment: Swashbucklers tend to give society the finger and do their own thing, which is possibly
Chaotic. Others are known as privateers, and do the exact same things, but FOR THE LAW! A single
swashbuckler is a dashing hero so they can be good, but a mob of them will rape and pillage, so are
evil.

Races: absolutely anyone can take to piracy, though it is often the downtrodden - those shunned by
society and given a bad deal innately, so half-breeds in a Human society, any green things in a
Humanoid society, and the Kuo-Toa. Also, those who tend to suffer from boredom and wanderlust
take to swashbuckling, so really, it could be anyone.

Starting Money: 8d4*10 GP (200 GP)


Starting Age: as Rogue
Hit Die: d8
Skill Points: 6+Int per hit die
Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha),
Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge
(Local, Nobility and Royalty, History, Geography) (Int), Listen (Wis), Perform (Any) (Cha), Search (Int),
Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex)

Level BAB Fort Ref Will Special: Witty Repartee


Fencing, Your Opponent Is Me!, Witty
1 +1 +0 +2 +0 Thrust
Repartee
2 +2 +0 +3 +0 Tie-Down, Combat Climbing -

3 +3 +1 +3 +1 Acrobatic Charge Retort


4 +4 +1 +4 +1 Combat Sidle, I'm Not Left Handed -
5 +5 +1 +4 +1 Power Slide Banter
6 +6/+1 +2 +5 +2 Evasion, Close Quarters Fighting -

7 +7/+2 +2 +5 +2 Distraction Double-Entente


8 +8/+3 +2 +6 +2 Swashbuckler's Slide, Ridiculous Attire -
Deadly
9 +9/+4 +3 +6 +3 Master of Escape
Insinuation
10 +10/+5 +3 +7 +3 Whirlwind -

11 +11/+6/+6 +3 +7 +3 Control Ropes and Rigging Au Contraire


12 +12/+7/+7 +4 +8 +4 Dread Pirate Tales, Mass Tie-Down -
13 +13/+8/+8 +4 +8 +4 Catch Me If You Can En garde!
14 +14/+9/+9 +4 +9 +4 Arm's Length, I'm On A Boat -

15 +15/10/+10 +5 +9 +5 Booty Seeker Rapier Wit


16 +16/+11/+11/+11 +5 +10 +5 Razor Wind -
17 +17/+12/+12/+12 +5 +10 +5 Razor's Edge Touche!
18 +18/+13/+13/+13 +6 +11 +6 Bladestorm -
19 +19/+14/+14/+14 +6 +11 +6 One More Thing Cliche!

20 +20/+15/+15/+15 +6 +12 +6 The Immortal Dread Pirate Lives On! -

Weapon and Armour Proficiency: Swashbucklers are proficient with all Simple weapons, all Martial
weapons, one Exotic weapon of choice and all Light armour

Fencing (Ex): Swashbucklers are good at protecting themselves from injury. With an Immediate
action, a Swashbuckler may make a melee attack roll when attacked. If the Swashbuckler rolls higher,
the attack is parried and she is safe from harm. This does not work if she is wearing armour she is
not proficient with.

Your Opponent Is Me (Ex): you have to pay attention when fighting the Swashbuckler - focusing on
someone else results in a loss of kidneys. Whenever the Swashbuckler successfully attacks a foe in
melee combat on her own turn, the foe must either successfully attack her or take the Full Defence
before their next turn. If they fail to do this, she has the Edge against them and denies them their
Dexterity bonus to Armour Class.

Wittty Repartee (Ex): as she gains levels, the Swashbuckler gains various abilities that fall under the
title of "Witty Repartee". These all work only when directing all attacks against one foe that round, and
prevent her from making Attacks of Opportunity against other opponents until her next turn:
Thrust: all attacks gain +1 to hit and damage
Retort: the damage bonus increases to equal her Charisma bonus
Banter: she may add her Charisma bonus to her Armour Class against that foe
Double-Entente: the damage bonus increases to equal her Bluff modifier
Deadly Insinuation: she may make Bluff checks instead of attack rolls - these do not auto-fail on 1
or auto-succeed on 20, but can still threaten critical hits
Au Contraire: she may make one Bluff check and, if it is higher than her Armour Class, it replaces
her Armour Class against that foe
En garde!: the damage bonus becomes a Bluff check. On a critical hit, the d20 is not multiplied, as
normal, but the Bluff modifier is.
Rapier Wit: her critical threat range and multiplier are both doubled
Touche: she may replace her Saving Throws with Bluff checks, but only against effects from that
foe.
Cliche: all attacks deal 2 Strength, Dexterity and Constitution damage

Tie-Down (Ex): at second level, the Swashbuckler can keep an opponent locked up, unable to run off
and attack anyone else. Anyone she strikes in melee combat during her turn must make an Escape
Artist check, opposed by her Attack roll. If they fail, they are Entangled until the start of her next turn.
If they fail by 10 or more, they are also Anchored for the duration.

Combat Climbing (Ex): the second-level Swashbuckler gains a Climb speed equal to her Land Speed,
along with all the benefits of a Climb Speed. She needn't even hang on with her hands, and can fight
just fine hanging upside-down. When she fights while climbing, enemies who lack a Climb speed take
a -4 penalty to attack rolls against her, due to being unaccustomed to her strange fighting style. This
ability does not work if she is wearing armour with which she is not proficient.

Acrobatic Charge (Ex): starting at third level, the Swashbuckler need not charge the shortest distance
or even in a straight line - she may turn corners, zig-zag, charge foes other than the nearest and so on.
Doing so requires a DC 15 Tumble check, and cannot be attempted if she is wearing armour with
which she is not proficient.
I'm Not Left Handed (Ex): at level four, the Swashbuckler gains the Two Weapon Fighting feat. If she
already possesses this feat, she may expend Attacks of Opportunity for additional Parries each turn.
She may, at a later date, spend a feat on Two Weapon Fighting (even though she now has it) so as to
gain this added benefit.

Combat Sidle (Ex): starting at level four, any time an adjacent foe makes a 5' step of adjustment, the
Swashbuckler may also do so. Additionally, her own 5' steps of adjustment increase to 10', and may
be improved to 15' with a DC 25 Balance check. This ability does not work when wearing armour with
which she is not proficient.

Power Slide (Ex): whenever hit by a physical attack, the fifth-level Swashbuckler can elect to slide
back to halve the damage. She moves back 5' for every 5 damage negated in this way, directly
opposite the attacker. If she cannot complete the movement due to something being in the way, she
suffers 1d6 damage for every 5' she doesn't complete. This ability cannot be performed in armour
with which she is not proficient.

Evasion (Ex): at level six, as long as she is not wearing armour with which she is not proficient, the
Swashbuckler has Evasion.

Close Quarters Fighting (Ex): as long as the sixth-level Swashbuckler is not wearing armour with
which she is not proficient, she does not suffer penalties for fighting in cramped conditions, and is
not denied her Dexterity bonus to Armour Class when in a grapple.

Distraction (Ex): starting at seventh level, the Swashbuckler is good at keeping people distracted. If
anyone is in a square she threatens, she is considered to be Flanking them even if she isn't.
Additionally, any time she strikes a foe, everyone else has the Edge on that foe until her next turn.

Ridiculous Attire (Ex): all pirates are required by law to dress in a ridiculous manner, with the
exception of female pirates, who have to dress ridiculous and sexy. Starting at level eight, in the first
round of any combat, all foes take a penalty to hit the Swashbuckler equal to her Charisma modifier.

Swashbuckler's Slide (Ex): starting at level eight, the Swashbuckler is used to sliding about on
slippery surfaces of rocking ships with hazards everywhere. When using Power Slide, she needn't
move directly away from the attacker and can even change directions - she simply has to end further
away from the attacker than she started.

Master of Escape (Ex): the ninth-level Swashbuckler can never be Pinned down. Any Escape Artist
check may be made as a Standard action that does not provoke, and she may make Epic checks at
the following DCs: Extremely Tight Space (a chimney, a glass jar, someone's anus) DC 30, Walls of
Force DC 40 or Caster Level + 5, whichever is higher. She also gains a +8 bonus to escape a Grapple.
None of this applies when wearing armour she is not proficient with.

Whirlwind (Ex): at level ten, the Swashbuckler gains Whirlwind as a bonus feat. If she already
possesses this feat, she may select any other [Combat] feat that she meets the requirements for.

Control Ropes and Rigging (Su): starting at eleventh level, the Swashbuckler can animate and control
any rope as though casting the spell Animate Rope. She can also throw rope up to 50' away with no
range penalty.

Dread Pirate Tales (Ex): starting at level twelve, the Swashbuckler is so infamous that if she makes it
known who she is, she can immediately make an Intimidate check against everyone in the vicinity. For
those who would merely be impressed, not scared, she can instead make a Diplomacy check. Any
given person can only be affected by this once per day.
Mass Tie-Down (Ex): at level twelve, the Swashbuckler is masterful at using rope. As long as she has
enough rope to reach out to Short Range (25' + 5' per 2 levels), she can spend a Standard action
making a Use Rope check. Everyone (friend and foe) within Short Range must beat this with an
Escape Artist check or be Entangled until the start of her next turn. If they fail by 10 or more, they are
also Anchored for the duration. If she lacks sufficient rope, she can still do this, but the range is
capped by the length of the rope.

Catch Me If You Can (Ex): starting at thirteenth level, the Swashbuckler gains a +10' bonus to her
Base Speed. When Retreating or Running, this increases to a +50' bonus. Additionally, with a Move-
Equivalent action, she gains the benefits of Freedom of Movement for a round.

Arm's Length (Ex): at level fourteen, the Swashbuckler is such a skilled duellist that entering a square
she threatens provokes Attacks of Opportunity from her. If the attack hits, the target is forced back 5'
and their movement ends.

I'm On A Boat (Ex): at fourteenth level, the Swashbuckler just flat-out has an awesome galleon with
cannons and crew. Honestly, the game should lead up to this happening, rather than "I woke up and
there was this ship here."

Booty Seeker (Ex): at level fifteen, the Swashbuckler just has a lot of treasure, at least a hundred
thousand GP worth of coins, gems and similar. Furthermore, she can innately sense any gathering of
wealth valued at more than a quarter-million GP within 1 mile and any Artefact within 10 miles. Also,
if trying to pick up, such as in a bar, she automatically finds attractive partners - and gains a +10
bonus on Gather Information checks to track down targets/get information on people who are
considered attractive.

Razor Wind (Ex): starting at level sixteen, the Swashbuckler moves like a very sharp wind. Any time
she uses any of the abilities granted by Whirlwind (as opposed to just the bonuses), she may make a
Trip attempt against every target she hits. This does not function when wearing armour she is not
proficient with.

Razor's Edge (Ex): at level seventeen, those who cross the Swashbuckler are in even worse peril.
Whenever her "Your Opponent Is Me!" class feature applies against a foe (she hits them and they fail
to hit her or take the Full Defence), any attacks she makes against them deal an additional 4 Strength
damage, and leave the foe Staggered for one round if they fail a Fortitude Save (Dexterity-based).

Bladestorm (Ex): at eighteenth level, the Swashbuckler can unleash a furious flurry of strikes. With a
Full Round action, she make one Full Attack against every foe she threatens. She also gains a total
number of bonus attacks (at her highest attack bonus, to be distributed amongst the targets as she
sees fit) equal to her Charisma bonus.

One More Thing (Ex): starting at nineteenth level, the Swashbuckler is good at putting the boot in. For
all of her foes, being Tripped, Entangled, Disarmed, Bullrushed, Grappled or hit by Witty Repartee
provokes an Attack of Opportunity from her.

The Immortal Dread Pirate Lives On! (Su): at level twenty, the Swashbuckler becomes Ageless - she
is always in the prime of her youth, will not die of old age, and does not get bonuses or penalties for
age. If slain, she still fights on for one minute, functioning just as normal, but with a Hardness rating
for being a corpse. After the minute, she dies properly, but becomes a Ghost for free, with all
equipment worn at time of death becoming Ghost Touch.
_________________
Count Arioch the 28th wrote:
There is NOTHING better than lesbians. Lesbians make everything better.
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CatharzGodfoot Posted: Wed Oct 12, 2011 5:53 am    Post subject:
King

What, no mincing or eyeliner powers?


_________________
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.
Joined: 07 Mar 2008 -Josh Kablack
Posts: 5664
Location: North Carolina

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Koumei Posted: Wed Oct 12, 2011 9:09 am    Post subject:
Serious Badass

Joined: 07 Mar 2008 No. None. Anyway, some feats to set your Ninja apart from everyone else's Ninja. (Scorpion and
Posts: 13356
Shinobi, respectively)
Location: South Ausfailia

Hellscarred Ninja [Jutsu]


You went to Hell and back. At least one of these trips was not by choice.
Requirement: Jutsu Points
Benefit: you regain a Jutsu Point any time you are hit by Fire or a [Fear] effect, whether or not you
pass the save, are immune etc. Also, if you want your face can just be a skull filled with flames.
BAB +1 You gain Fire Resistance equal to your Base Attack Bonus, and when standing inside or
walking through fire (at least the size of a bonfire), can spend a Jutsu Point to Dimension Door into
another flame of similar size within one mile.
BAB +6 You are actually Invisible in Fire, and can use a Standard action at Will to create choking
smoke clouds. This is equivalent to an Obscuring Mist effect, except everyone except you must make
a Fortitude Save (Intelligence-based) each round or be Nauseated.
BAB +11 You gain a Fiery Breath Weapon that you can use once per 5 rounds: the area is a Short
Cone, and all take 1d8 Fire damage per hit die you possess, with a Reflex Save for half (Intelligence-
based). Those who attempt the save but fail catch fire.
BAB +16 [Death] effects merely cause you to be Stunned for one round whenever they would normally
kill you. Your Breath Weapon also changes to Hellfire: half the damage is generic Unholy, and
everyone who takes any damage from it must pass a Will Save (same DC) or Panic for 1d4 rounds.

Elemental Shinobi [Jutsu]


"I am a ninja. Therefore I wear white and bright red. I can mostly be seen summoning pillars of fire,
trashing computer facilities and kicking aliens in the face."
Requirement: Jutsu Points
Benefit: You can assign a Jutsu Point to have all of your weapons deal +1d6 Fire, Electricity or Cold
damage (select one when assigning the point, you cannot assign multiple points into this at a time)
BAB +1 You can assign a Jutsu Point to having a Lightning Aura: you emit Light (as per the spell
"Light"), and gain Electricity Resistance equal to your Base Attack Bonus. You also deal 1d6+Int bonus
Electricity damage to anyone who hits you with a melee or natural weapon or attempts to Trip or
Grapple you.
BAB +6 You can assign a Jutsu Point to having a wind aura: you gain a Wind Walk effect. You may
also cast Wind Wall a number of times per day (Sp) equal to your Intelligence bonus. Spending a
Jutsu Point will replenish a daily use.
BAB +11 You can spend a Jutsu Point to create a Flamestrike effect (Sp). The Save DC is Intelligence-
based.
BAB +16 You can assign a Jutsu Point to having a Stoneskin effect.

There will possibly be more, if people can think of iconic (ie "from anime/video games") ninjas that
need representation. Note: Reptile is already represented. The acid spit and lizardness is gained by
being a Dragonborn, and you can already turn invisible. Likewise Sub-Zero just has a few levels of
Snowscaper.

Should I limit people to only one [Jutsu] feat, or let them take a whole bunch, and those are feats
they're not spending on Elusive Target and stuff?
_________________
Count Arioch the 28th wrote:
There is NOTHING better than lesbians. Lesbians make everything better.

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Dominicius Posted: Wed Oct 12, 2011 10:49 am    Post subject:
Knight

Joined: 06 Feb 2010 I actually like the earlier version of the swashbuckler more. I think it was more focused on being pirat-
Posts: 491 y and less on being fancy while swinging your sword (even though that is important too). The earlier
version also feels a bit more flexible all around.

I've noticed that Ridiculous attire is still among the ability descriptions but not among the ability list.

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Koumei Posted: Wed Oct 12, 2011 12:10 pm    Post subject:
Serious Badass

Joined: 07 Mar 2008 Well, ultimately, there are a few things that make up a swashbuckler/pirate:
Posts: 13356
Dashing, agile swordsman who forces you to duel him
Location: South Ausfailia
Duellist with insults
YAR/Johnny Depp
Demon ghost of the sea

I actually hate pirates. I think pirate movies are stupid, and on SLAPD I speak Somali just to remind
others what real pirates are and ruin their fun. You would too if you had to wear an eyepatch in high
school.

So basically, you're not having the second half from me. You're instead getting what Privateer Press
tries to advertise all of its females (except the sullen/pouting/sultry necromancer girl) as being. You
know, with tight pants and rapiers and curly red hair. If you want a YAAAARMEHARTY class, then I'd
ask Kaelik very nicely if he could make one, or something.

As for Ridiculous Attire, not sure how that happened.


_________________
Count Arioch the 28th wrote:
There is NOTHING better than lesbians. Lesbians make everything better.

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Koumei Posted: Wed Oct 12, 2011 1:07 pm    Post subject:
Serious Badass

Joined: 07 Mar 2008 And here we have a re-write of Ninja Pirate to tie the two together, for everyone who wants to be both
Posts: 13356
at once.
Location: South Ausfailia

Ninja Pirate
Nin Nin Booty Nin

Requirements:
Base Attack Bonus: +5
Skills: Balance 8 ranks
Special: Ninja'd, Witty Repartee

Hit Die: d6
Skill Points: 6+Int
Class Skills: Balance, Bluff, Climb, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather
Information, Hide, Intimidate, Jump, Knowledge (Any), Listen, Move Silently, Search, Sense Motive,
Spot, Swim, Tumble, Use Rope

Level BAB Fort Ref Will Special AC Bonus


1 +1 +0 +2 +0 Stealth in Audacity, Dodge of Piracy +0
2 +2 +0 +3 +0 Close Quarters Fighting, Ninja's Wit +1
3 +3 +1 +3 +1 Summon Mist, Flair +1
4 +4 +1 +4 +1 Pirate No Jutsu +2
5 +5 +1 +4 +1 Distraction, Mystic Art +2
6 +6 +2 +5 +2 Control Ropes and Rigging, Red is the New Black +3

7 +7 +2 +5 +2 Double Dextrous +3
8 +8 +2 +6 +2 Blended Style +4
9 +9 +3 +6 +3 Catch Me If You Can +4
10 +10 +3 +7 +3 Plain Cheating, Double Sexy +5

Proficiency: no additional Proficiencies are gained

Stealth in Audacity (Su): the Ninja Pirate basically knows how to hide a rhinoceros in the room. By
performing an action that would normally provide a -10 penalty or worse to Disguise, Hide or Move
Silently checks, or flat-out make them impossible, she instead gains a a +6 Circumstance Bonus to
them. Whenever acting completely un-stealthy, she becomes immune to True Seeing.

Dodge of Piracy (Su): Swashbuckler levels are treated as Ninja levels for the purpose of Armoured in
Life. Additionally, the Ninja Pirate class gains a bonus equal to half the class level that is added to the
Armoured in Life bonus.

Close Quarters Fighting (Ex): as long as the second-level Ninja Pirate is not wearing armour with
which she is not proficient, she does not suffer penalties for fighting in cramped conditions, and is
not denied her Dexterity bonus to Armour Class when in a grapple.

Ninja's Wit (Ex): at second level, the Ninja Pirate adds her class levels in both Ninja and Ninja Pirate to
her effective Swashbuckler level for determining which Witty Repartee abilities she has.

Summon Mist (Su): at third level, the Ninja Pirate can summon mist, as per Obscuring Mist, at will.
Flair (Ex): the third-level Ninja Pirate is especially acrobatic, with a variety of fancy techniques she
can do at will, providing she is not wearing armour with which she is not proficient:
Make a DC 20 Balance check while charging to slide under a foe and strike them from behind,
ending the charge on the other side and treating the foe as Flanked for the attack.
Beat an opponent's Attack roll on an Attack of Opportunity with a Tumble check to make the
attack miss and the opponent fall prone.
Make a DC 20 Jump check to move over a foe who is Prone or at least one size category shorter
than her, gaining a single Melee attack against that foe as a Free action.
Walk on walls with a Balance check equal to half the distance in feet (round up), as long as she
ends the movement on horizontal ground.
Make a DC 20 Tumble check to add +10' to the reach of a melee attack.
Make a DC 20 Sleight of Hand check on a successful non-reach melee attack or any form of
Grapple action to give a quick squeeze and provide a penalty equal to her Charisma or Intelligence
modifier (whichever is higher) on the opponent's attacks and grapple checks for one round.

Pirate No Jutsu (Su): starting at level four, the Ninja Pirate may add her Class level minus three, along
with her class level in Swashbuckler, to her effective Ninja level to determine the number of Jutsu
Points she possesses. She may also elect to use her Charisma in place of her Intelligence for any
Jutsu Ability or Mystic Art.

Distraction (Ex): at level five, the Ninja Pirate learns how to distract people. If someone is in a square
she threatens, then she is considered to be Flanking them, no matter what direction an attack comes
from. Additionally, whenever she strikes a foe, everyone else has the Edge against them until her next
turn.

Mystic Art: at level five, the Ninja Pirate gains a Mystic Art, just like a Ninja. She may add her Ninja
Pirate level to her effective Ninja level to determine which Arts she may access for this Mystic Art and
any future ones gained.

Control Ropes and Rigging (Su): starting at sixth level, the Ninja Pirate can animate and control any
rope as though casting the spell Animate Rope. She can also throw rope up to 50' away with no range
penalty.

Red is the New Black (Ex): at level six, the Ninja Pirate seems completely acceptable in her
adventuring garb no matter the circumstances. She is considered unarmed (for the purpose of social
niceties), suitably dressed, stylish and fashionable for all occasions - whether at a ball hosted by the
king, at an executive business meeting, or in the bedroom.

Double Dextrous (Ex): at level seven, the Ninja Pirate is extra agile - as much as both a Pirate and a
Ninja - and may add her class level as a bonus to all Dexterity-based skills. This does not function
when she is wearing armour with which she is not proficient.

Blended Style (Su): somehow, the eighth-level Ninja Pirate is so good at moving and stopping others
from moving that she can literally steal movement. With a Swift action, she may make a Sleight of
Hand check with a DC equal to her opponent's Armour Class. If she succeeds, she gains an additional
Move action that round, and the opponent is Staggered for the round. This does not function when
she is wearing armour with which she is not proficient.

Catch Me If You Can (Ex): starting at ninth level, the Ninja Pirate gains a +10' bonus to her Base
Speed. When Retreating or Running, this increases to a +50' bonus. Additionally, with a Move-
Equivalent action, she gains the benefits of Freedom of Movement for a round.

Plain Cheating (Ex): the tenth-level Ninja Pirate is good at fighting in the most dishonourable of ways
yet getting cheered on for it. As a Swift action, she may make an attack against any creature not
immune to Critical Hits. If she hits, it is resolved as a Critical Hit and the target must make a Fortitude
Save or be Nauseated for 1d6 rounds. This may be either Intelligence-based or Charisma-based, at
her choice.

Double Sexy (Su): at level ten, the Ninja Pirate is as sexy as both a Ninja AND a Pirate. As such,
anyone she fights must make a Will Save (Charisma-based or Intelligence-based, her choice) or suffer
a 50% Miss Chance against her. The Save is attempted once per day, whether it is passed or failed.
Those who fail will swear afterwards that there were in fact twins, one of them a ninja and the other a
pirate.
_________________
Count Arioch the 28th wrote:
There is NOTHING better than lesbians. Lesbians make everything better.

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Koumei Posted: Mon Jan 02, 2012 2:54 pm    Post subject:
Serious Badass

Joined: 07 Mar 2008 Adding some more Ninja content, because A) it's actually going to be relevant in future (so may as
Posts: 13356
well also post it up in case anyone else ever wants to use it), and B) to distract me from doing other
Location: South Ausfailia
stuff I don't quite feel like doing.

Ghost Fist Ninja [Jutsu]


Some ninja actually do go around kicking people in the face.
Requirement: Jutsu Points
Benefit: you gain a natural Slam attack (1d8+Strength). If you imbue a Jutsu Point into it, it is treated
as a Magic Weapon (+1/3 character level to attack and damage rolls, can hit Ghosts, beats DR/magic
and so on).
BAB +1 You gain a single Monk Fighting Style. This is not a Master or Grand Master Fighting Style,
and you must still spend the Swift action to activate it. Any Save DC is Intelligence-based instead of
Wisdom-based.
BAB +6 Select a third Fighting Style ability. Your Fighting Style gained from this feat benefits from any
two of the selected abilities at a time, which can be changed simply by reactivating it on a new turn.
BAB +11 By spending a Jutsu Point, you may make a Full Attack as a Standard action, gaining a
single bonus attack at your highest attack bonus.
BAB +16 You gain access to a single Monk Master Fighting Style. Again, you still must spend the
Swift action to activate it, and again, use Intelligence for the Save DCs.

Ninja of the Mystic Paths [Jutsu]


By studying hard, you can be a special shadow adept or something.
Requirement: Mystic Art
Benefit: you have a constant Detect Magic effect going.
BAB +1 By assigning a Jutsu Point to mystical power, you may hold any 1st level Shugenja, Wu-Jen or
Core Sorcerer/Wizard spell in your head, chosen when you assign it. You can then cast the spell once,
spending the assigned Jutsu Point. Multiple Jutsu Points may be assigned this way, and they cannot
be cast while wearing armour with which you are not proficient. The Caster Level equals your
character level, and the Save DC is 10 + half your hit dice + your Intelligence modifier.
BAB +6 The spells you hold may now be of up to second level. You may also assign a Jutsu point to
add your Intelligence modifier to Caster Level checks to beat Spell Resistance.
BAB +11 The spells you hold may now be of up to third level. You may Scribe Scrolls and Brew
Potions of any spell you could use Jutsu to cast (up to the usual limit, in the case of potions).
BAB +16 You prepare the Jutsu spells as normal, allocating Points to them, however you can spend
the actual Points to spontaneously cast any of the prepared spells - even spending the Point
allocated to a specific spell doesn't remove it from your pool.
Mystic Ninja of the Shadow Veil Sacred Path
This name is really too long. Look, I'm a ninja who casts spells, all right?

Requirements:
Feats: Iron Will, Ninja of the Mystic Paths
Skills: Concentration 5 ranks

Hit Die: d6
Skill Points: 6+Int
Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration*, Craft (Alchemy),
Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide
(Dex), Jump (Str), Knowledge (Arcana, Local) (Int), Listen (Wis), Move Silently (Dex), Search (Int),
Sense Motive (Wis), Spot (Wis), Tumble* (Dex)

Level BAB Fort Ref Will Special Jutsu Points


1 +1 +0 +2 +2 Spell Emulation 3 +1
2 +2 +0 +3 +3 Jutsu Conversion -
3 +3 +1 +3 +3 Mystic Art +1
4 +4 +1 +4 +4 Spell Emulation 4 -
5 +5 +1 +4 +4 Shadow Arts I: Veil of Shades -

6 +6 +2 +5 +5 Spell Emulation 5 +1
7 +7 +2 +5 +5 Jutsu Absorption -
8 +8 +2 +6 +6 Mystic Art -
9 +9 +3 +6 +6 Spell Emulation 6 -
10 +10 +3 +7 +7 Spell Emulation 7, Shadow Arts II: Nightmare Realm +1

Spell Emulation (Sp): as the Mystic Ninja of the Shadow Veil Sacred Path gains additional levels, she
can emulate more and more spells via her Ninja of the Mystic Paths feat: at first level, she may
emulate third level spells. At level four, she may emulate fourth level spells. At sixth level, she may
emulate fifth level spells. At level nine, she may emulate sixth level spells, and at level ten she can
emulate seventh-level spells. All the usual rules of the feat still apply.

Jutsu Points (Su): as she gains levels, the Mystic Ninja of the Shadow Veil Sacred Path gains
additional Jutsu Points to spend as normal.

Jutsu Conversion (Su): the second-level Mystic Ninja of the Shadow Veil Sacred Path is able to
spontaneously cast her spells - sort of. She prepares them ahead of time by allocating Jutsu Points
as normal, but can then cast any of her allocated spells by spending any Jutsu Points, even ones that
are already allocated to other abilities. Spending an already-allocated Jutsu Point causes the effect to
be lost as it is no longer allocated, but spending the Jutsu Point allocated to preparing a spell does
not deny her access to the spell - she can still cast any of the prepared ones.

Mystic Art: at levels three and eight, the Mystic Ninja of the Shadow Veil Sacred Path gains a Mystic
Art. Mystic Ninja of the Shadow Veil Sacred Path levels count as Ninja levels for determining what
Arts may be selected.

Shadow Arts I: Veil of Shades (Sp): at level five, the Mystic Ninja of the Shadow Veil Sacred Path
gains the following Spell-like abilities: Hallucinatory Terrain once per day, Darkness at will, and Mirror
Image a number of times per day equal to her Intelligence bonus (minimum 1).

Jutsu Absorption (Su): the seventh-level Mystic Ninja of the Shadow Veil Sacred Path can absorb the
energy from incoming attacks. Any time she is hit by a spell, spell-like ability or supernatural ability,
whether she makes the save or not, she regains a spent Jutsu Point and all dice of damage from the
attack are minimised.

Shadow Arts II: Nightmare Realm (Sp): at level ten, the Mystic Ninja of the Shadow Veil Sacred Path
may cast Nightmare Terrain three times per day. Every round, one target of her choice within the
Nightmare Terrain area can be targeted with a Shadow Well effect (Intelligence-based).
_________________
Count Arioch the 28th wrote:
There is NOTHING better than lesbians. Lesbians make everything better.

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CatharzGodfoot Posted: Mon Jan 02, 2012 4:20 pm    Post subject:
King

I like, except that spontaneously casting from three entire class spell lists is a terrible mechanic.
Maybe they could prepare as many spells as they have Jutsu points using the normal wizard
mechanics (without expending said points), and then use jutsu points to spontaneously cast any
prepared spell?
_________________
Joined: 07 Mar 2008 The law in its majestic equality forbids the rich as well as the poor from stealing bread, begging and sleeping under bridges.
-Anatole France
Posts: 5664
Location: North Carolina Mount Flamethrower on rear
Drive in reverse
Win Game.
-Josh Kablack

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Koumei Posted: Mon Jan 02, 2012 4:55 pm    Post subject:
Serious Badass

Joined: 07 Mar 2008 Good idea.


Posts: 13356
_________________
Location: South Ausfailia
Count Arioch the 28th wrote:
There is NOTHING better than lesbians. Lesbians make everything better.

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Koumei Posted: Wed Jan 04, 2012 6:21 pm    Post subject: Re: Rewriting Some Classes
Serious Badass

Joined: 07 Mar 2008 So, the Gadgeteer needs some tweaking here and there - such as to tone the power down, for one.
Posts: 13356
Location: South Ausfailia
The Gadgeteer

"When my Armageddon Clock is complete, no-one will ever again laugh at me!"

Flavour Text Goes Here

Playing a Gadgeteer: the Gadgeteer benefits from a high Int, and after that it depends on what you
want them to do, but a good Dex or Str is likely in order.

Alignment: Gadgeteers can be of any alignment. Some of them build nuclear death rays to HELP
people, not to hurt them.

Races: anyone with hands can be a Gadgeteer, really, though many of them seem to be Goblins,
Dwarfs, Gnomes and Kobolds as all of these races spend a lot of time building things.

Starting Money: 5d4*10 GP (120 GP)


Starting Age: as Wizard
Hit Die: d8
Skill Points: 6+Int per hit die
Class Skills: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Disable
Device (Int), Jump (Str), Knowledge (Any) (Int), Listen (Wis), Ride (Dex), Search (Int), Sense Motive
(Wis), Spot (Wis), Use Magic Device (Cha)

Daily Charged
Level BAB Fort Ref Will Special
Blueprints Blueprints
1 +0 +2 +2 +0 Gadgetry, Coax Device 1 2

Twisted Brain, The Humble


2 +1 +3 +3 +0 2 2
Paperclip
3 +2 +3 +3 +1 Machine in the God, Evasion 2 3
4 +3 +4 +4 +1 Good Gadgets 3 4
5 +3 +4 +4 +1 Duct Tape 4 4

6 +4 +5 +5 +2 Confuse Magic Device 4 5


7 +5 +5 +5 +2 Cold Steel Logic 5 5
8 +6/+1 +6 +6 +2 Greater Gadgets 6 6
Improved Evasion, Flame
9 +6/+1 +6 +6 +3 6 7
Retardant
10 +7/+2 +7 +7 +3 Crafted Companion 7 7

11 +8/+3 +7 +7 +3 Rapid Rebuild 8 7


12 +9/+4 +8 +8 +4 Giga Gadgets 9 8
13 +9/+4 +8 +8 +4 Percussive Maintenance 9 9
14 +10/+5 +9 +9 +4 Best Backpack 9 10
15 +11/+6/+6 +9 +9 +5 Command Magic Device 10 10
16 +12/+7/+7 +10 +10 +5 Galactic Gadgets 11 11
17 +12/+7/+7 +10 +10 +5 Throw a Spanner at it 11 12

Stronger, Faster, More


18 +13/+8/+8 +11 +11 +6 12 12
Expensive!
19 +14/+9/+9 +11 +11 +6 Secrets of Creation 13 12
20 +15/+10/+10 +12 +12 +6 The Grand Contraption 13 13

Weapon and Armour Proficiency: the Gadgeteer is proficient with Light and Medium Armour, and
Simple Weapons. He is also proficient with any Gadget he creates.

Gadgetry (Ex): the Gadgeteer is able to create Gadgets. As he gains levels, he learns more blueprints
(according to the table). Some are "Daily" - the preparation involved means they are set up at the
beginning of the day (requiring an hour in total) and then once used, are unavailable for the rest of the
day due to the power source being hard to prepare, needing significant cleaning and so on. Others are
simpler, and can be used essentially at will, as long as they are charged (covered in the item
description). Multiples of the same item can be made, but they take up the "time" of another item, so
if you have two Dailies, you could make them both and keep them both available for the day, or make
two of the one thing and thus have two uses, but not use the other.

Devices can be handed to other people to use, however they are not automatically considered
proficient (anyone with "All Martial Weapons" proficiency should be considered proficient with
weaponlike Gadgets, and people can become proficient with them in the normal way), and the
Gadgeteer must continue to maintain the items (as part of his "pool" of Gadgets) for them to continue
functioning.

Any save DC is 10 + half level + Int modifier. Anything that scales with level uses the character level.

Coax Device (Su): the Gadgeteer can always take 10 on Use Magic Device and Disable Device checks,
even if threatened, rushed or on fire.

Twisted Brain (Ex): the Gadgeteer's brain doesn't work like normal people. As such, at second level,
he may use his Intelligence bonus for Will Saves instead of his Wisdom bonus, if he so desires.

The Humble Paperclip (Ex): at second level, the Gadgeteer is treated as having Masterwork Tools for
anything he ever does that can use tools, as long as he has some kind of object at all - fiddling with it
until it becomes just what he needs.

Machine in the God (Ex): at third level, the Gadgeteer can start to add bionic enhancements to
himself, though these are unlikely to be sleek Shadowrun stuff, and more likely to be giant cogs,
rotors and steam engines. He gains an Enhancement bonus to Constitution equal to 1/3 of his hit
dice (round up), and a chance to negate Critical Hits (and similar effects) equal to his class level
times 5%.

Evasion (Ex): inventions often explode. At third level, the Gadgeteer is so used to this that he gains
Evasion. If he already possesses Evasion, it becomes Improved Evasion.

Good Gadgets: starting at level four, the Gadgeteer may select Blueprints from the "Good Gadgets"
list.

Duct Tape (Sp): at level five, the Gadgeteer gains the ability to perform quick repairs on things. He
may cast Mending, Make Whole and Repair Light Damage at will, with a caster level equal to his
character level.

Confuse Magic Device (Su): at sixth level, the Gadgeteer gains the ability to confuse magic items
with an Abuse Magic Device check. If it possesses charges, adding +10 to the DC can activate the
item without using a charge (this does not apply to single-use items). If it casts a spell that deals a
type of damage, or grants protection against a type of damage, this can be changed for that use by
adding +5 to the DC. It can be Widened or Extended by adding +5 to the DC as well. Finally, traps that
use a magic form of detection are not triggered by the Gadgeteer.

Cold Steel Logic (Ex): at seventh level, the Gadgeteer starts to also work on enhancing his own brain,
possibly adding a wind-up key to his head or something. He gains an Enhancement bonus to
Intelligence equal to 1/3 of his hit dice (round up), and Immunity to [Mind Affecting] effects.

Greater Gadgets: starting at level eight, the Gadgeteer may select Blueprints from the "Greater
Gadgets" list.
Improved Evasion (Ex): at ninth level, the Gadgeteer's reflexes improve such that he gains Improved
Evasion. If he already has this, he just gets a +1 bonus to Reflex Saves.

Flame Retardant (Su): by ninth level, the Gadgeteer has become pretty good at not catching fire. He
never catches fire from effects that would normally cause him to do so, and has Fire Resistance
equal to 10 plus his hit dice.

Crafted Companion: at level ten, the Gadgeteer can build himself a cohort, requiring a whole heap of
scrap parts and 8 hours of work. Should the cohort be destroyed, he can rebuild it or build a new one,
but he can't have more than one at a time. The Cohort can be any kind of Construct or Robot
Girl/Android, regardless of whether or not he actually knows how to make them normally, and can't
have a CR higher than his own CR minus four.

Rapid Rebuild (Su): at level eleven, the Gadgeteer becomes supernaturally fast at making things he is
familiar with. As long as he has built something once in the past, he may rebuild it in half the time it
would take to build normally (including his cohort), and can use a full round action to restore 150 HP
to any Gadget he is touching, which should usually be enough to completely restore it to full.

Giga Gadgets: starting at level twelve, the Gadgeteer may select Blueprints from the "Giga Gadgets"
list.

Percussive Maintenance (Su): at thirteenth level, the Gadgeteer learns how to fix (and damage)
objects with a solid kick. With a melee attack that must hit the AC of the target, he may duplicate a
Heal or Harm effect that only works on Constructs (ignoring any usual immunities to Heal/Harm or
supernatural effects in general). He may do this a total number of times per day equal to his
Intelligence bonus (minimum 1).

Best Backpack (Su): the backpack of the fourteenth-level Gadgeteer is nothing short of awesome. It
functions as a Handy Haversack, however can also be folded out into an Instant Fortress.

Command Magic Device (Su): at fifteenth level, the Gadgeteer knows how to command magic
devices that don't even belong to him: no Construct will ever attack him, even sentient ones, unless he
attacks them first. Furthermore, with a DC (15 + CR of Construct) Use Magic Device check, he may
control it (as per Dominate Monster, except it affects the Construct despite immunities, and allows no
save) for one minute, after which it cannot be controlled by him again that day.

Additionally, as a standard action he may activate a magic item somebody else is using or holding,
from up to 50 feet away, as long as he is aware of it and targets it. This adds +10 to the activation DC.
He may also make a Use Magic Device check as an immediate action (DC = base DC to activate) to
prevent it from being used, wasting the attempt.

Galactic Gadgets: starting at level sixteen, the Gadgeteer may select Blueprints from the "Galactic
Gadgets" list.

Throw a Spanner at it (Su): starting at seventeenth-level, Percussive Maintenance may be made with
a ranged attack, but only for thrown weapons/items, not ammunition or spells.

Stronger, Faster, More Expensive! (Ex): at level eighteen, the Gadgeteer learns how to implant souls
into big machines. With 48 hours of work and some amount of Planar Currency equal to that of a
Major Magic Item (not necessarily paid by him), he can effectively turn someone into a golem, even
himself. This does use up an Attunement slot on the subject, and grants the following:
Type: changes to Construct with their former Type becoming a Subtype
The basic immunities of Constructs (but not of Golems) are gained
Constitution is retained, and Hit Dice are not changed. Likewise, no bonus HP from size are
gained.
Damage Reduction 15/Adamantine is gained
The subject is 100% unable to float or swim, but can just sink to the ocean floor and walk.
Gain an Enhancement bonus to Strength and Natural Armour equal to 1/3 Hit Dice (round up)
Can have a single Charged Gadget from the Gadget, Good Gadget or Greater Gadget list (that the
Gadgeteer knows) bolted on. This does not take up a Gadget "slot" from the Gadgeteer.
Any Spell or Spell-like Ability that would be resolved as a Touch Attack (ranged or otherwise)
against the subject is instead resolved as a regular Attack, needing to beat Armour, Shield, and
Natural Armour bonuses.

Secrets of Creation (Ex): at level nineteen, the Gadgeteer learns how to truly invent lifeforms - he is
able to Craft Golems of all kinds, as well as other craftable Constructs such as Elder Eidolons,
Construct Creatures and Robot Girls/Androids. In the case of the latter, they are always made with a
single hit die, and as such basically require such little expenditure as to be part of the Wish Economy
(see: Free). For sentient constructs, loyalty is not actually guaranteed here.

The Grand Contraption (Ex): at level twenty, the Gadgeteer can make something so awesome and
spectacular that there are no hard rules for it. An example may be a small wind-up device that casts
Wish or Miracle at will, or a massive flying city/ship loaded up with cannons, or a plot device that will
destroy the world in 3 days unless stopped, or a giant robot that is big enough that each foot is a
Colossal+ object. Whatever. Creating it takes a full week of uninterrupted work. At this point, the
Gadgeteer has basically won the game.
_________________
Count Arioch the 28th wrote:
There is NOTHING better than lesbians. Lesbians make everything better.

Last edited by Koumei on Wed Jan 04, 2012 9:21 pm; edited 1 time in total

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Koumei Posted: Wed Jan 04, 2012 6:22 pm    Post subject:
Serious Badass

Joined: 07 Mar 2008 Gadget Descriptions


Posts: 13356
Location: South Ausfailia
Gadgets:
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Flamethrower [Daily]
This device must be wielded in both hands to be used, and requires a Standard action to activate.
This creates a 30' cone or 60' line of fire, dealing 1d10 Fire damage per level (Ref half). Those who
fail the save catch fire. Additionally, the area is filled with thick smoke that causes Concealment
and forces a Fort save to all in the area, against being Nauseated for one round due to choking. It
dissipates after 1d4 rounds.

This also ignites any unattended flammable objects in the area and creates as much light as you
would expect the fire to.

Shotgun [Daily]
This device must be wielded in both hands to be used, and requires an attack action to activate. It
can be activated twice before being used up for the day. Each activation deals 1d4 bludgeoning
damage per level to a 20' cone (Ref half). Additionally, everyone within 30' must make a Fort save or
be Deafened for 1 minute. It makes a lot of noise.

Mining Drill [Daily]


This device must be wielded in both hands to be used, and requires a Standard action to activate. It
then lasts for one minute, though requires a Standard action to utilise each round. With a Standard
action it can destroy an adjacent 5' cube of anything softer than stone, or deal 1d6 piercing damage
per 2 levels (round up), ignoring material DR or DR/magic, to a target.

As a steam-powered device, this is quite noisy and grants a -10 penalty to Move Silently checks
when activated.

Hover Pack [Daily]


This must be worn on the back, and requires a Swift or Immediate action to activate. it then lasts
for one hour, causing the wearer to fall slowly (as Featherfall), and hover up to 20' above the ground
(though only able to move up to 15' per round in a given direction).

Dynamite [Daily]
This device is small enough to be carried or stored in a pocket, and requires a Swift action to
activate. Three rounds later, hopefully with the user nowhere near it, it explodes in a 50' radius
spread. This deals 1d10 Fire/Sonic damage per level to all in the area, Ref half, and anyone who
fails the save is knocked prone. Additionally, it specifically affects all objects and structures in the
area (including individual 5' cubes of terrain), dealing double damage and ignoring Hardness less
than that of Steel.

Extend-O-Fist [Daily]
This device is worn like a glove, and uses rocket fuel to launch off. It allows you to, with a Swift
action, make a Ranged Attack out to 50' that deals Bludgeoning Damage to foes (2d6 for a Medium
character). Additionally, foes are Dazed for 1 round unless they pass a Fort save.

Helper [Charged]
This Construct resembles a snake or centipede, is Tiny sized, and crawls along after you with a
Move speed of 20'. Spending a Full Round action winding it up powers the brain enough to allow it
to take cover, make attacks of opportunity, and make Aid Other attempts (Str 8 Dex 12 Int 10, has
no skill ranks but a BAB equal to the creator's). It reaches out 5' and its Bite/Sting/Slam attack
deals 1d4-1 damage, +1 per 3 levels. It can also carry half a dozen potion-sized objects, and when
charged up, can understand commands and hand them to/use them on people, or even fling them
at enemies.

Shock Staff [Charged]


This device can be wielded in one hand, and has reach. It requires a Move Equivalent action to
charge up by winding, then holds the charge for up to a minute or until used. A melee touch attack
activates it, dealing 1d6 Electricity damage per 3 levels (round up) and requiring the target to make
a Fortitude save. If they fail the save, they take a -4 penalty to Dexterity for one round.

Glider [Charged]
This device can be folded up to take little space, but must be worn in the Cloak slot to be used. It is
effectively charged by any rush of air, so any time you would want to use it, it is going to be charged
anyway. This causes the wearer to slowly fall instead of plummeting to their death, at the rate of 10'
per round, but they may also move up to 20' per round in any other direction except for up.

Launch Boots [Charged]


These bulky boots must be worn on the feet (duh), and require the user to move 30' or more in
order to charge, at which point they remain charged until used, which requires a Move action. Doing
so launches them up to 50' in the air (this can be adjusted on use in 10' increments so as to only
go, say, 20' up). The jumper may move as far forward as upward. The fall afterwards is treated as
though 10' less for the purpose of working out falling damage, and falling damage in general is
reduced by 10'.

Harpoon [Charged]
This weapon must be wielded in both hands to activate. it requires a Full Round action to fully wind
up, and can then be activated at any time with a Swift action, firing out to 60' away. It deals 1d6
piercing damage per level, and if it deals any damage (after DR/Hardness), sticks in firmly, requiring
a DC 20 Strength check to remove. A cable attached can be wound up as a Move-equivalent action,
allowing the user to either pull himself towards the landing point, or drag a target towards him with
an opposed Strength check.

Steam Spray [Charged]


This weapon must be wielded in both hands to activate. It requires one minute to charge up, but
will then boil away happily for up to 8 hours or until used up. Charging it provides 3 activations,
each one requiring a Standard action. Doing so creates a 20' cone of steam, dealing 1d4 Fire
damage per 2 levels (Ref half) but also really cleaning the targets, though they may not appreciate
it. Failing the save causes a -2 morale penalty to attacks and a -4 morale penalty to AC for 3 rounds.

This is noisy enough to provide a -3 penalty to Move Silently checks, and the Fire damage does not
ignite materials or deal double damage to Mummies.

Wind-up Flare Lantern [Charged]


This device may be freely worn on the shoulder or even on top of a helmet, but takes a free hand to
activate or adjust the settings. Winding it up for one minute provides a charge to keep it providing
light (as per a Light) spell for one hour or a Daylight effect that even reveals Ethereal/Incorporeal
creatures for 10 minutes. At any time a Standard action may be used to end this effect, suddenly
using up all the remaining power in one flash. This forces all in 50' to attempt a Fortitude save or be
rendered Blind for 1 round per level. Those warned may cover their eyes with a Reflex save.

Proximity Detector [Charged]


This device takes up no slot, whirling around the wearer. If it is moderately windy (enough to
potentially knock a lightweight travelling hat off a head or lift a summer dress), this requires no
charging at all, otherwise it requires the use of a Swift action every turn to turn a crank that helps
the wheels spin.

Using sonar echoes, it grants Blindsense out to 15' and Trap Finding to the wearer.

Brand New Combine Harvester [Charged]


This haphazard series of scythes takes up both arms, and some amount of space but no other
slots. Every round, with a Standard action, the wielder may cause a whirl of blades, making one
Masterwork Scythe attack against every threatened enemy. Those who are hit are Entangled for
one round, and whenever this is activated, the area the wielder threatens is treated as Difficult
Terrain for one round.

Good Gadgets:
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Pressure Jetpack [Daily]


This device must be worn on the back, and requires a Standard action to activate. It then fires a
blast of steam, lifting the wearer into the sky and allowing them to Fly with a speed of 40'
(Average). This lasts for 1 hour before it runs out of water and overheats, used up for the day. It will
sputter and slowly lower to the ground when this happens.

Oil Spray [Daily]


This device can be carried and fired with just one hand, and firing it takes a Standard action. A 40'
cone is filled with a fine mist of oil - the ground is affected as though by Incendiary Slime, as are all
people in the area, and all in the area must additionally make a Fortitude save or be Nauseated for
1d4 rounds.

Gatling Gun [Daily]


This device must be carried in both hands when activated, requiring a Full Round action to do so. It
then fires for that entire round, and the next two rounds (Standard actions are required to keep
control of it for this duration) before finally running out of ammunition. Each round of use, one
target of choice within 60' takes 1 hit per 3 levels that each deal 15 Piercing damage (Ref negates).
For every save passed, the next target behind them (providing they are also in range) is hit and
must save, and so on until you run out of targets/range/hits.

Cannon [Daily]
This device can be assembled or taken apart with a Full Round action, but must otherwise be rolled
or carried about. To activate, it must be set on the ground, braced and lit, requiring a Full Round
action. On the following round it fires, Bullrushing the user with a bonus of +10, and deafening all in
30' on a failed Fort save. However even more damage happens at the other end, where the shot
lands: one 40' radius blast is designated up to 250' away, dealing 10 Fire/Bludgeoning damage per
level to all in the area (Ref half). Those who fail the save are knocked prone, and Stunned for 1
round.

Defibrillator [Daily]
This device can fit inside a regular backpack (barely), but to activate, one component must be held
in each hand (assuming two hands), and a Standard action used on an adjacent ally. This causes
an incredible bolt of electricity, burning out the mechanisms. This duplicates a Raise Dead spell, but
with no level loss, or can stabilise anyone who is Dying.

Spy Balloon [Daily]


This device can easily be stored in a pouch when not in use, then takes only one Full Round action
to activate. A small balloon fills with air and starts to drift at the speed of 50' per round, assisted by
small nozzles controlled via wire attached to the control box. It has a glass ball connected to a long
fibre leading back to a "screen" on the control box, as well as a basic speaker system: two horns
connected by string. Effectively, it can be controlled out to 1000' and requires a Spot check of DC
10 + class level + Int mod in order to spot. It allows the user to see and hear through it, and pass
messages on as well. After two hours of use, however, it runs out of air and must be rewound and
stored away, to be refilled and the wires repaired the next day.

Static Blade [Charged]


This is a two-handed melee weapon, usually a Great Sword. It can be charged by dragging it along
the ground, and loses the charge when used or at the end of the round (basically meaning you have
to move to use it as a Gadget). It can be wielded as a regular Masterwork weapon of its type,
however if charged it is a Magic Weapon and also deals 1d6 Electricity damage per hit die on a
successful hit.

Cog Powered Fist [Charged]


This device must be worn on one hand, like a bulky gauntlet, and provides a -3 penalty to skill
checks involving that hand. It must be wound up to be activated, requiring a Standard action to
provide enough power for five rounds. When powered, it can be used to make Slam attacks that
deal 2d6+Str for a Medium creature, with a critical value of 20/x3. It also adds a +6 Enhancement
bonus to the wearer's Strength, and grants a Constrict attack of automatic Slam damage.
Pump-Action [Charged]
This device must be wielded in both hands to be used, and requires an attack action to activate. It
can be activated eight times before being used up, needed 10 minutes to make another 8 shells out
of any old junk, and one Full Round action to load them all in. Each activation deals 1d4
bludgeoning damage per level to a 20' cone (Ref half). Additionally, everyone within 30' must make
a Fort save or be Deafened for 1 minute.

Frost Blaster [Charged]


This device is worn as a back-pack, but to be used it also has an attachment that must be wielded
in one hand. It has three uses per charge, with a minute required to re-fill it. With a Standard action,
it unleashes a very cold spray in a 20' cone. This deals 1d4 Cold damage per level (Fort half), and
all who fail the Fortitude save become Entangled for one minute or until exposed to a strong source
of heat. Anyone already Entangled instead becomes Slowed for one minute or until exposed to a
strong source of heat, and anyone already Slowed becomes Paralysed for one minute or until
exposed to a strong source of heat.

Lightning Rod [Charged]


This device can be carried in one hand quite easily. It can be charged either by winding it up to
generate power (requiring one Standard action per charge) or by being hit by a source of electricity
that would do at least 15 Electricity damage (providing one charge). it can hold one charge at a
time, and can be discharged with a Standard action. Doing so unleashes a Lightning Bolt (as per
the spell), except the damage is uncapped. Additionally, if it is not charged, it will automatically
absorb any electricity-based attacks aimed at the wielder (until it is charged).

Jetskates [Charged]
These are worn on the feet like bulky boots. To create a fuel charge requires a minute of work, and
they can hold up to three charges at a time. Activating them requires only a Swift action, and allows
the user to move at 100' per Move action and skim over water, but they cannot fly. Turning is
possible but difficult and stopping is out of the question, as though flying [Clumsy]. Each charge
lasts for one round.

Fuel-Efficient Flamethrower [Charged]


This device must be wielded in both hands to be used, and requires a Standard action to activate.
This creates a 30' cone or 60' line of fire, dealing 1d4 Fire damage per level (Ref half). Those who
fail the save catch fire. Additionally, the area is filled with thick smoke that causes Concealment
and forces a Fort save to all in the area, against being Nauseated for one round due to choking. It
dissipates after 1d4 rounds.

This also ignites any unattended flammable objects in the area. Refilling the device with fuel takes
three full rounds.

Flashbang Generator [Charged]


This device is carried as a staff, and holds one charge at a time. It takes three rounds to mix up
another charge to load in, but only a Move equivalent action to activate. Activating it creates a
bright flash of light (as the Flare Lantern, double the duration) and a loud "bang", causing those who
pass the save to be Deafened for 2d6 rounds, and those who fail to be Stunned for 1 round and
Deafened for 2d6 minutes.

Steam Hammer [Charged]


This massive hammer is treated as a Masterwork Warhammer. It takes three full rounds to fill the
boiler, strapped to the back or waist, and a Standard action to switch it on, after which there is a 1
minute delay, and then it is good for five attacks.
Each charged attack causes an additional 1d6 Fire damage per 3 Hit Dice (that does not ignite
material or deal double damage to Mummies) and creates a cloud of Steam granting the wielder
Concealment from adjacent enemies and Full Concealment from those further away. Anyone
adjacent takes a -2 Morale penalty (a [Pain] effect) to Spot checks and attack rolls from the steam
irritating their eyes, but gains Concealment against anyone other than the wielder. The steam (and
effects) lasts for 1 round.

Greater Gadgets:
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Cog Staff [Daily]


This staff must be held in two hands to use properly. It requires a Standard action to activate by
twisting, the cogs turning and grinding to produce a charge of energy similar to magic. This burns
the cogs out, but creates an (Ex) effect from the following list:

Shadow Evocation
Eyebite (2 or more HD more than inventor: Sickened, within 1 HD of inventor: Panicked and
Sickened, 2 or more HD less than inventor: Comatose, Panicked and Sickened)
One 10' radius burst in 60' takes 2d6 Fire damage per level (Fort half), with those who fail
the save becoming Nauseated for one round
Maximised Lightning Leap

Teleport-Pump [Daily]
This fold-out device can be carried in one hand or stored in a pack until unfolded (a Swift action). It
then takes a Full Round action to pump up until it sparks, frying the fuse and teleporting the user as
per Teleport Without Error.

Fume Engine [Daily]


This device is bulky, but fits in a backpack. It also comes with a gas mask that can be worn on the
face to provide immunity to inhaled Poisons and Diseases, as well as gases and smell-based
effects. The main device, however, can only be used once per day, with a Swift action to activate.
One round later, the engine starts, running for one minute before being empty. For the duration, it
creates a 20' radius spread of Poison gas. It obscures vision, granting Concealment to all, but also
poisons all who breathe it in (Fort negates). Primary and Secondary damage are both 2d6 Con.

Boiler-Powered Armour [Daily]


This armour must be worn all over the body, except the hands, feet and head. It is treated as
Adamantine Full Plate normally, but when activated (a Standard action to start the boiling process,
then a one minute wait), it provides 4 hours of uninterrupted power. When powered, the user gains
a +6 Enhancement bonus to Constitution, and replaces the Armour bonus with a Deflection bonus
to AC. Additionally, they gain a +10 bonus to Break checks and their melee attacks ignore
Hardness. As long as at least one full hour remains the remainder may be used up in one burst,
granting a +10 Enhancement bonus to Strength and treating the wearer as two size categories
larger, both for only one round. It is a Swift action to do this.

Turbine Laser [Daily]


This weapon must be held in two hands, with an additional mount on a shoulder or on the head,
consisting of a turbine. It requires some form of breeze to charge, providing one charge per two
rounds unless in strong winds where it provides a charge every round, or hurricane force winds,
where it provides three charges in one round. It may store up to three charges at a time, and
requires an Attack action to fire - however it can only be fired once per day, the power destroying
the laser components.

Once activated, it makes a Ranged Touch Attack with a maximum range of 200'. This deals 1d6
untyped energy damage per level and has a regular critical hit (20/x2). If two charges are stored
when it is fired, it deals 2d6 damage per level. If three charges are stored when it is fired, it deals 10
damage per level.

Wand-Gatler [Daily]
This device can be wielded in one hand, though a second hand is needed to actually turn the
handle. One to five wands must be slotted in before use. Turning the handle is a Standard action,
and activates all wands at the same time, with the same target/targets/area of effect (or closest
match). The magical overload burns the engine out.

Makai Cannon [Daily]


This bulky bazooka houses an angry ghost of some description, and every time it is fired, a new
Gasket Engine Thrombulator must be configured, with a new set of Grub-Nuts to hold a spirit in. It
can be fired with a Standard action, unleashing a 60' Cone of ghost energy. Everyone in the area
takes 1d4 Force damage per HD (no save), and must pass a Will save or Panic for 5 rounds.

Elemental Microwave [Charged]


This is a sort of gun that houses a trapped Fire Elemental. To charge, it must be vigorously shaken
for a Full Round, to make the elemental energetic (but not actually angry: they happily burn away in
the container). It can then be fired with a Standard action within 3 rounds, as a Ranged Touch
Attack out to 30 feet. On a successful hit, the target takes 1d6 Nonlethal Fire damage per 2 levels
and 4 Int damage, with a Fort save for half (both). On a failed save, they also burst into flames,
catching fire, and must make a Will save or become Confused for 3 rounds as their brain is fried.

Aero-Amplifier [Charged]
This device can be held in both hands or worn around the shoulders. It resembles a giant brass
instrument, with one handle. As long as there is even a light breeze or source of sound, a Standard
action can be used to squeeze the handle, opening the valves and amplifying the noise and airflow.
This creates a 30' cone that deals 1d6 Sonic damage per level (Fort half). All who fail the save are
knocked prone and hurled 50' backward, +/- 10' for every size category smaller/larger than
Medium. Those who pass the save are merely shoved back 10'.

Simple-Ammo Gat [Charged]


This device must be carried in both hands when activated, requiring a Full Round action to do so. It
then fires for that entire round, and the next two rounds (Standard actions are required to keep
control of it for this duration) before finally running out of ammunition. Each round of use, one
target of choice within 60' takes 1 hit per 3 levels that each deal 10 Piercing damage (Ref negates).
For every save passed, the next target behind them (providing they are also in range) is hit and
must save, and so on until you run out of targets/range/hits.

Once it runs out of ammunition, it takes only 10 minutes to make a new chain of ammunition, and a
Standard action to load in.

Turbo Boost [Charged]


This device is worn like a vest, clamped onto the torso. It has a key which must be wound to power
it up. One Full Round action of winding supplies one minute of power, treating the wearer as though
under a Haste effect.

Clockwork Chainsaw [Charged]


This bulky melee weapon must be wielded with two hands, and requires one Full Round action to
provide power for three rounds. Up to 9 rounds of power can be charged up at a time. Using it is as
simple as making a melee attack, where it has the following profile (treated as a magic weapon):
+1 Adamantine Chainsaw, 3d6+1 (+ Str*1.5) Magical Slashing, 18-20/x3
Flesh Tearing: anyone hit by the Chainsaw takes 1 point of Ability Damage to each of Strength,
Dexterity and Constitution. This is tripled on a critical hit.
Romero Effect: this weapon can score critical hits against corporeal Undead, and automatically
confirms.

Buggy [Charged]
This device cannot be carried (save by a very strong character) but can instead carry four Medium
creatures (or any mix that equals the same amount of space). It requires one minute to power up
via turning the handle and pouring more basic fuel in, in order to keep it moving for one straight
hour. This device has 100 HP and Hardness 15, and provides Full Cover to everyone inside. It
trundles along at 100' per round (and cannot run, make double-move actions etc.)

Spells such as Heat Metal have an especially intense effect on those inside, causing double
damage. Being rammed (requiring a "ranged" attack by the driver that does not benefit from Rapid
Shot or whatever) deals 2d8+10 bludgeoning damage and a Bullrush at +13 (+8 size, +5 Strength)

Perpetual Pressure Jetpack [Charged]


This device must be worn on the back, and requires a Standard action to activate. It then fires a
blast of steam, lifting the wearer into the sky and allowing them to Fly with a speed of 40'
(Average). This device somehow recharges itself, using steam power at first, which also turns
turbines to store up power, letting it be used at will.

Mighty Limb [Charged]


This is attached to the neck, shoulder or back, and is a giant robotic arm. It is useless unless
powered, requiring a Full Round action to provide 1 minute of use. At that point, it can be controlled
like a third arm, and can make a Slam attack as an Adamantine Magic Weapon (1d8 for a Medium
creature, 20/x3 critical). It benefits from Improved Grab and has a Constrict attack, dealing
automatic critical Slam damage every round. Furthermore, it can use the wearer's Strength or its
own Strength of 20.

Giga Gadgets:
Click here to see the hidden message (It might contain spoilers)

Hurricane Device [Daily]


This device requires ten minutes of assembly (if the user doesn't wish to carry around a 20' long
pole with a rotor on top), and must be placed on the ground before use. Activating it simply requires
turning the handle for one minute, at which point the storm begins. It creates a hurricane with a 2
mile radius, lasting for 6 hours, with a safety zone in the eye of the storm - a 50' radius spread
originating from the device itself. If the device moves, the storm moves, and if the device is
disassembled or destroyed, the storm will simply remain in place for the duration.

Disintegration Torch [Daily]


This device can be carried in one hand, and requires only a Standard action to activate. The fuel
ignites, sending out a blast of plasma that is hot enough to effectively annihilate whatever it
torches. One creature, object or 15' cube of material must be hit with a melee touch attack and, if
hit, must succeed on a Fortitude save that affects objects. If they fail the save, they are reduced to
a carbon shadow (this is not a [Death] effect). If they succeed, they still take 5 Fire damage per
level. Should this be enough to kill them, they are also completely destroyed. The heat is even
sufficient to destroy [Force] effects.

Mechanical Suit [Daily]


This suit is very similar to the Steam-Powered Armour (above), but is powered by a fuel engine and
cogs, and more powerful. It is treated as +3 Adamantine Full Plate normally, but when activated (a
Standard action to start the engine), it provides 4 hours of uninterrupted power. When powered, the
user gains a +10 Enhancement bonus to Strength and Constitution, and replaces the Armour bonus
with a Deflection bonus to AC. Additionally, they gain a +10 bonus to Break checks and their melee
attacks ignore Hardness.

The wearer is also treated as two size categories larger, gains a 4d8+2*Str Trample, and pumps out
smoke. All creatures adjacent to the wearer must pass a Fort save each round or be rendered
Nauseated for the round. Additionally, the furnace can blast excess fire out from large shoulder-
mounted pipes, dealing 1d10 Fire damage per level in a 30' cone (Ref half, those who fail the save
catch fire) as a Standard action.

Mind Control Helmet [Daily]


Although it isn't subtle, the device is still effective: it consists of a bulky remote that must be held in
two hands, and a bulky helmet with an antenna and a key. The helmet, if placed on the head of a
creature not immune to [Mind Affecting] effects, must then be activated with a Standard action by
turning the key. The wearer is then under the control of whoever has the remote, for up to 4 hours
or until the helmet is removed or destroyed, whichever happens first.

There is no saving throw against this effect initially, but any time the controller attempts to make
them do anything particularly against their personal beliefs/ethics/morality/code, they are entitled
to a Will save to resist that command. It requires a Standard action to input a command, and
commands cannot be received from further than 100' away.

Shadowcrank [Daily]
This device could fit into a small backpack, and has a large crank attached to a pipe, in turn
attached to the device by a cable. Turning the crank for three rounds activates it, sucking darkness
in through the plane of shadow and squeezing it out to replicate any of the following effects as an
(Ex) ability:
Mass Invisibility
Shadow Conjuration, Greater
Shadow Evocation, Greater

Aero-Barrier [Charged]
This device can be worn as a backpack, and has a mouth-piece for activation. Activating it requires
a Move-Equivalent action each round, and prevents speaking. Each round that it is activated, it
provides a bubble of protection for one full round (thus allowing it to be maintained indefinitely).
This bubble extends out to 5' in each direction past the space occupied by the user, and prevents
anything from getting in, like a [Force] effect. An opposed check (Strength of intruder against Int of
user) can break past this to force entry, though this requires a Standard action. If attacked from
outside the Bubble, anything not requiring an Attack roll automatically fails, and against things that
do require an attack roll, it is treated as a +10 Deflection bonus to AC.

Scalding Mist Generator [Charged]


This bulky device must be carried in both hands to be activated, and as such, comes with protective
clothing in the form of a thick, water-resistant sheet and goggles. Those who forego the goggles,
feeling they do nothing, are not protected from the effects.

To activate, a mere Swift action is needed to switch it on, however it will take two full rounds for
steam to start pouring out. Once this happens, it keeps going for a full minute, creating a 75' radius
spread of mist that obscures vision. Additionally, all in the area who are not protected take an
automatic 5d4 Fire damage every round (though no ignition occurs and Mummies do not take extra
damage). Anyone not wearing protective goggles must also pass a Fort save or be rendered
permanently blind as well as suffering a -2 Morale penalty to attacks and -4 Morale penalty to AC
for 10 minutes. Those wearing goggles need only save against the penalties. The penalties are a
[Pain] effect.

Anti-Magic Pressure Generator [Charged]


This large pump can be carried in one hand, but needs two hands to use. It can be activated with a
Standard action, using incredible pressure to force magic out of the area. This creates a 30' radius
Anti-Magic Field, however it will reduce by 15' radius per round until ended. Every round that the
device is activated, the radius extends by 25', allowing it to slowly grow in size if kept up.

Prism Flash Bulb [Charged]


This device can be mounted on a shoulder or on the head and looks quite pretty, though looking
pretty is not the main use. Powder must be loaded into it (a Move-Equivalent action) before it can
be activated (a Swift action), and creating the powder only requires a minute of work.

When activated, it duplicates an (Ex) Prismatic Spray effect. I know it can banish people to other
planes, that sounds pretty extraordinary to me.

Airship [Charged]
This device cannot feasibly be carried, and actually requires 6 full hours to build. Once built,
however, it is built to last, with 200 HP and Hardness 10 for the main section of it. It has an engine
that must be stoked and filled every 10 minutes to retain power, and generally requires somebody
to pilot it, spending a Standard action every round. When active, this device flies with a Fly speed of
150' (Average), and provides Full Cover for those inside, although it does have arrow slits. People
may elect to climb up onto the roof so as to leap off, throw things etc. however this requires a
Balance check to avoid falling off (10 if sailing smoothly, 15 for some turbulence, 20 for clouds and
heavy turbulence, 25 for hurricanes or snowstorms, +10 for being in active combat).

It can carry six Medium creatures inside, or any other combination equating to the same.

Steam Tank [Charged]


This device requires 4 hours to build, and only carries up to two Medium creatures. It provides Full
Cover to those inside, though it has arrow slits that can be closed, and rumbles along at up to 40'
per round. it has 200 HP and Hardness 20, and a +8 Stability bonus to avoid being knocked over.
Every ten minutes, the boiler must be attended to (a Standard action) or it will run out of steam and
stall. Best of all, a large cannon sits on the top, and can be rotated and fired at any angle, treated as
the Good Gadget: Cannon. Crafting more shot and powder takes a full minute, and loading it from
inside takes another full minute, so it is a slow process but a safe one.

Galactic Gadgets:
Click here to see the hidden message (It might contain spoilers)

Mechanical Globe [Daily]


This big world globe has very special cogs and wheels that somehow connect to the world, likely by
magnetising tiny pieces of Arbitrarium and aligning them to poles in the real world or something.
When used, the magnetic fields break down, but it can cause any one of the following effects:
One land mass/continent is shifted anywhere else that it could reach without ramming another
land mass out of the way.
One land mass/continent is wracked by earthquakes for an hour, and suffers a tsunami on every
coast.
One island sinks below the ocean or rises above the ocean.
A mountain range topples or is formed.

Doomsday Cannon [Daily]


This device is similar to the Cannon, except three times as large in each dimension, and thus
involves more effort to trundle it around. Firing it requires one round to simply get it aimed in the
right general vicinity, then a Standard action to fire it afterwards. It can be fired anywhere out to 1
mile away, however cannot be fired at a point within 200 feet of itself. Everything within 500' of the
point of impact has an extremely bad day. Everything - including objects and the ground itself -
must make a Fort save or be obliterated. Even those who pass still take 10 Fire/Bludgeoning
damage per level and are Stunned for 1 round and permanently Deafened. The terrain is also
obliterated, effectively becoming a giant, cracked, smoking crater.

Gate-Gun [Daily]
This device involves a one-handed gun attached to a belt. When fired (a Standard action), the point
designated opens up into a Gate, as per the Gate spell. This can be the travel kind or the broken
kind.

Timestop Clock [Daily]


This looks like a simple watch, however a Standard action to halt it shows otherwise. Time is
stopped for all but the one who activated it, as per the Timestop spell. If the watch then breaks or is
destroyed, the effect ends. Otherwise, in 10 pseudo-rounds, time will resume as the tightly wound
springs snap, smashing the watch to pieces.

20MT Bomb [Daily]


This bomb is as large as a Medium creature, and weighs about 500lbs, so may be difficult to carry,
but using it is worth the effort. To activate, one merely needs to strike the end of it (a Standard
action, or dropping it from a height). At this point, everything within 500' takes 2d6 Fire damage per
level (Ref half) and 2d4 Negative levels (Fort half), and everything out to 1 mile takes 1d6 Fire
damage per level (Ref half) and 1 Negative level (Fort negates). The 0-500' radius area is then
obscured completely by thick smoke for one minute.

Dragonmech [Daily]
This Colossal device can carry only one Large or smaller pilot inside, sadly, and requires a minute to
activate. Once activated, it can be controlled for a full hour, with a Fly speed of 100' (Poor). It has
Hardness 20, an Armour Class of 35 (+0 Dex, -8 Size, +28 Armour, +5 Deflection), and 300 Hit
Points. If used to attack, use the BAB of the pilot, plus the Strength (50) of the Dragon. It has one
Primary Bite (4d6+Str*1.5), two Secondary Claws (2d6+Str*.5) and one Primary Tail (3d6+Str*1.5),
as well as a breath weapon once per 3 rounds: a 100' cone of fire that deals 2d6 Fire damage per
level (Ref half). Additionally, the eyes may fire one Lightning Bolt per 3 rounds, and once per minute
it may create an Acid Fog effect beneath it with a Standard action.

It also has a payload of six bombs, any number of which can be dropped as one Standard action.
They explode like Dynamite upon hitting the ground. The bombs may instead be replaced with a
pair of Gatling Guns, though they may not be used if the dragon is unpowered.

When unpowered, it still lumbers along with a Fly speed of 50 (Clumsy) and provides the basic
protection, but lacks the Deflection bonus, lightning, acid fog and fiery breath, and only has a
Strength of 30.
Storm Treadmill [Charged]
This device is fairly large and bulky, taking up most of a 5' square, but being only 1 foot tall. The
user may activate it by setting it down and running in place atop it (a Full Round action). Doing so
causes a Whirlwind or Storm of Vengeance effect, though the effect ends on the round the user
stops running.

Gravity Pump [Charged]


This device can be carried in one hand, but requires both hands and a Standard action to activate.
Doing so creates a Reverse Gravity and Vertigo Field effect in a 100' spread, though the user can
elect to not include his own occupied space (at time of use) in this area. This lasts until undone by
a second activation, or for 10 minutes, whichever comes first.

Boiler of Untouchability [Charged]


This boiler is big and heavy, but can still be carried in both arms. It must be set down to be used,
and requires a Swift action to activate, though there is a three round wait as the boiler gets going. It
then remains active for one minute, though towards the end of this, a Full Round action can be
spent adding more water and fuel to extend it for another minute.

While active, a force field is created, creating a safety bubble of 30' radius. Nothing is able to pass
through it, and it blocks line of effect.

Binding Box [Charged]


This box is about 1' cubed, and can be carried with little difficulty. Activating it is a Full Round
action, twisting the cogs to make them spin. The box opens and whirls, and one designated target
within 100' is sucked inside despite the size, and trapped there as though by an Imprisonment
effect.

Only one creature at a time can be stored there, and when released (a Standard action or the
destruction of the device), there is a 50% chance that they will be dead and a 50% chance that they
will be alive. This is only revealed when actually released - until that moment they are in a quantum
state and cannot be affected by any effect that targets only the dead/undead (such as
Resurrection) or only the living.

Turbine of Death [Charged]


This device can barely be carried in both arms, and is quite heavy. To activate, it must be set down
and a Swift action spent pulling a lever. It then charges up for three rounds if there is a breeze (two
rounds if in strong winds, one round in a hurricane, impossible if there is no breeze). After it has
charged, it unleashes on the following round: everyone within 100' except for those actually
touching it must pass a Fort save or die instantly.

Fusion Torch [Charged]


This device works exactly like the Disintegration torch, aside from being Charged, except where
noted below:
It is effectively unlimited in use, always charged.
It can be used with an Attack action.
Passing the save still bestows a Negative level on top of the damage.

_________________
Count Arioch the 28th wrote:
There is NOTHING better than lesbians. Lesbians make everything better.

Last edited by Koumei on Wed Jan 04, 2012 9:19 pm; edited 1 time in total

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Prak Posted: Wed Jan 04, 2012 6:42 pm    Post subject:
Serious Badass

Oh hai. Another way for Nast to qualify for Pumpkin King.

Also... she could just become a pirate themed, turtle summoning, spell bomb throwing naruto style
ninja, which would also be pretty awesome. Now I need to go find a colossal turtle and how to
summon it...
Joined: 07 Mar 2008 _________________
Posts: 17037
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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Maxus Posted: Wed Jan 04, 2012 7:07 pm    Post subject:
Overlord

Dragon Turtle. Edit: http://www.dnd-wiki.org/wiki/SRD:Dragon_Turtle


_________________
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
Joined: 07 Mar 2008
Posts: 7632 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!

Last edited by Maxus on Wed Jan 04, 2012 7:19 pm; edited 1 time in total

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Sunwitch Posted: Tue Jan 31, 2012 1:38 pm    Post subject:
Journeyman

So I'm gearing up to quite potentially play a Mystic Ninja Etc., but I'm a little bothered by how its
mystic arts fall on levels that aren't divisible by five so she winds up actually being behind the regular
ninja when it comes to gaining the new and shiny versions of the mystic arts that come up on levels
10, 15 and 20 - do you think we can fix this? Possibly by making the level prerequisites 4 lower, or
something, so that the Mystical Ninja comes out ahead, like I get the feeling it's supposed to?

EDIT: Come to think of it that's a crappy solution since it's based on character level and you can just
Joined: 31 May 2008
Posts: 167 multiclass to get the better ones later. Maybe base it on # of mystic arts, like "Prerequisite: 1/2/3
mystic arts", though that destroys the intent of making it scale to character level. You could just go
with the inelegant solution of "Mystic Whatevers count as if two levels higher for the purpose of
meeting prerequisites for mystic arts, so long as they are obtained through Mystic Whatever levels."

EDIT EDIT: Also, you might want to specify just what kind of spells jutsu absorption works on, given
that as it is right now healing probably gives jutsu points, as well as how much you want to encourage
the ninja asking her allies to bomb her for jutsu points.

Last edited by Sunwitch on Tue Jan 31, 2012 3:12 pm; edited 2 times in total

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OgreBattle Posted: Thu Feb 02, 2012 5:01 am    Post subject:
King

I was thinking of a Naruto ninja feat, but it seems a general "Shonen Protagonist" feat could be used
that gives huge will bonus and inspiring everyone around you. Unless there already is one around.

Would it be broken to have the choice of one out of CON/INT/WIS/CHA as the basis of Jutsu points?
Last edited by OgreBattle on Thu Feb 02, 2012 5:09 am; edited 1 time in total

Joined: 03 Sep 2011


Posts: 6546

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Koumei Posted: Fri Feb 03, 2012 12:59 am    Post subject:
Serious Badass

Joined: 07 Mar 2008 That feat is a possibility, but I'll admit I don't watch shonen anime that isn't also fan service anime, so
Posts: 13356
Location: South Ausfailia
I couldn't tell you a thing about Shounen Anime Hero and their rousing speeches. Presumably such a
feat would have "Requirements: Male (because girls can't do anything right in non-service Shounen)".

Which basically means said feat falls on your shoulders.

It might not be broken, it just seemed logical to pick one thing - it probably wouldn't be broken to let a
Psion select Strength as their casting stat, a Sorcerer to select Intelligence as theirs, a Monk to be
Constitution-based, a Dragonfire Adept to make their breath weapon Wisdom-based and so on, but
basically, the precedent is for each class to have 1-2 important stats pre-selected so I went with that.

I could see it potentially being a good thing to just let every class select their "stuff is based on this"
stat and delegating ability score distribution to "How much I value X Save, AC/Touch AC, X Skill,
Melee+Grapple, Ranged Attack" rather than accounting for "And X has to be good so I can cast spells
at all." But that's getting into "someone do a one-page fix for D&D at its core".

Mystic Ninja: The assumption is that you qualify at 7th level, entering it at 8th, so your Mystic Arts
follow the normal progression. But it did occur to me that if you swindle Concentration as a class skill
or ignore the existence of them you can enter it at level 6 and it's a bit wonky. I might change the skill
requirement to a class-skill at 10 ranks, or remove the skill requirement (so you can enter it at 6th)
and swap the Shadow Arts & Mystic Arts (so the latter are gained at the normal rate and you get
shadow spooky powers early).
_________________
Count Arioch the 28th wrote:
There is NOTHING better than lesbians. Lesbians make everything better.

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Sunwitch Posted: Fri Feb 03, 2012 3:58 am    Post subject:
Journeyman

I'm inclined to vote the second one. Since I've been playing without class skills as an assumption I
didn't even notice concentration wasn't a class skill, and I already have this character basically made;
it's nothing that's particularly overpowered by tome standards, I don't think; it basically gets 3rd level
spells at level 6 as a reimbursement for a big feat investiture and then gets some kind of weird and
limited but versatile spellcasting after that. It's basically a sneaky gish. If anything I'm not sure it's
quite as powerful as the tome version of the Eldritch Knight. It's up to you though; I'll mention that I
already have a level 6 character made this way and I don't think it's particularly superpowered; it can
pull some weird things by doing a bunch long-duration buffs by meditating over and over, but its
spellcasting mechanic makes it difficult to plan ahead and past level 6 it's just getting cohort casting.
I'll report on any findings, though, if you're interested. We still haven't started playing but it'll likely
Joined: 31 May 2008 happen within the next week.
Posts: 167
EDIT: Considering how it's possible to stack up 10min/level and higher duration buffs pretty close to
ad infinitum right now (taking a break here and there to refresh them) we eventually opposed a
(largely abstract and indefinite, "don't be a dickhead") limit on the number of spell effects a ninja can
have in play at any given time. We also decided to levy the ninjutsu investiture in the slam attack feat;
a lot of other feats grant enhancement bonuses for free (there's one tome feat on dnd-wiki that grants
a slam attack with an enhancement bonus right off the bat), we decided this one would, too. Not sure
what you make of that; mostly I've been enjoying the heck out of this character though.

EDIT EDIT EDIT EDIT EDIT: I just noticed the scaling abilities of the mystic whatever feat and I'm now
wondering how ninja are supposed to interact with spell completion items like scrolls and wands; I
sort of assumed they couldn't use them, but apparently they later get the ability to create them, which
confuses me; come to think of it the ninjutsu scroll bit is a kind of a classic concept so I am sort of
wondering how this is supposed to work, if at all.

Last edited by Sunwitch on Mon Feb 06, 2012 6:45 am; edited 3 times in total

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