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Kurtmuran
2010-09-02, 01:10 AM
hello me again i need some help i know you are good bulid rpgs for d&d d20
like naruto, bleach, avatar last air blender, but no one bulid some one like Fairy tail maybe its couse are not very popular in US, but its very good couse its full of magic and epic things

if you want to know more this is a wiki data

http://en.wikipedia.org/wiki/Fairy_Tail

Gralamin
2010-09-02, 01:24 AM
Interesting. Its a pretty good series, but I'm not sure how much of an adaptation it would need, exactly. Most of the characters you can already run natively in Mutants and Masterminds, or BESM.

Also, you don't seem to have done anything, so before I consider committing to this project, will you give an example of what you think should be done? Maybe a class or something.

Kurtmuran
2010-09-02, 02:12 AM
well i dont think they are mutants at all couse the manga says that world its full of magic energy they literaly can use magic for all things XD, well there are 4 things who catch my attention

1.- organitations in guilds
( be tryng to do that in my dungeon whit assasin guilds)

2.- dragon slayer magic
a little boy who was raised whit a dragon who can teach dragon magic i think was imbued for some reazon who can create a guy whit full power magic of an element ( depends from the dragon who raised the child )

3.-Ex equip magic
the magic power of change someones armor weapons etc in a blink
they say that items are in a subplane and the sorcer can summon it at will

4.- Stellar Keys magic
the magic power of summon stellar sprits from the spirit world to where in the hell are the summoner XD, the spirits make a pact whit the caster and they only can summon in spesific situations the more powerfull represent the 12 zodiac signs and they are golden keys very dificult to find may be are only 1 in the world and other kind of key silver ones who can call any type of spirit

DracoDei
2010-09-02, 08:19 AM
Mutants and Masterminds is a SYSTEM, what it can be easily and effectively used for doesn't necessarily have anything to do with its name.

Kurtmuran
2010-09-02, 10:59 AM
ok my bad XD i dont know too much from systems only d10 and d20

world of darkness and d&d/pathfinder

Thalorian
2011-04-09, 01:52 PM
Actually, funny thing is, I like to create RPGs of my own, and I've been expanding on some class I found that hs developed into a simlar version of the Dragon Slayers from Fairy Tail, also, you can create the other forms of the wizards in fairy tail by simply telling the PCs to choose a theme, and use common sense, if you attack with Ice magic then it should cold dmg and never anything else, ect ect. Here's the base for the class.

I still need to finish writing it up, but give me an email at [email protected] to tell me what you think!

Thalorian
2011-04-09, 02:18 PM
Haha, it didn't post last time! O_O

Wyrm Slayers

History

Wyrm Slayers are a group of magicians that have been raised by dragons and through intense training, have gained the power to control a element, Storm; the power of lightning is at the fingertips of the Slayer, Winter; the power of frost and ice are under the command of the Slayer, Metal; the protective power and offensive prowess of the metal is under the control of the Slayer, Flame; the power of fire is the Slayers to control, Heaven; the power of heavenly light and it’s ability to assist and heal is the Slayers to control, Shadows; the seductive draining powers of shadows are under the command of the Slayer, Wind; the power to reflect and use your opponents strength against them is possible for a Wind Wyrm Slayer, Venom; the power to weaken and inevitably make it easier to take down foes is now in your grasp.

Wyrm Slayers posses the power to enhance physical attacks, and provide small useful effects if their attacks were to land. They are in all respect a Arcane user so therefore is not allowed to wear armor or suffer arcane spell failure chance.

Statistics

Wyrm Slayers don’t have spell slots, they have Energy Pool, in which the energy can be used for any of their abilities, but is severally limited in numbers, they do not have access to normal arcane spells, they in fact, depending on the form of Wyrm Slayer they’ve chosen, use Wyrm Magic, which are abilities that provide a effect at the cost of a number of Energy.

Class Skills: The class skills of the Wyrm Slayer are as follows; Appraise, Acrobatics, Handle Animal, Craft, Profession, Knowledge Nature, Knowledge Nature, Survival.

Skill Points per Level: The Wyrm Slayer receives 5 plus intelligence modifier skill points per level.
The Wyrm Slayer possesses a d10 HD

Bonus Feats: The bonus feats of a Wyrm Slayer can only be spent on feats that are used to enhance their own abilities. (EX: You gained a bonus feat, you could take weapon specialization (Claw of the Dragon))

When this class is taken, they must choose ONE of the eight Wyrm Magic types, this choice cannot be changed after choosing so, and will determine many things for the Wyrm Slayer. The type of magic they use will also be the theme for their spells, they can learn arcane spells, but their choices are limited. They may learn 20 Arcane spells per spell level they have access too, they cast them as often as a Sorcerer though. The spells chosen can only be changed on the full moon.

The eight forms of Wyrm Magic are as follows;

Heaven: The power of heavenly light is yours to control, by using the light of heaven, you hinder and distract foes, all the while assisting your allies.

Shadows: The shadows of hell are at your command, your magic drains others of everything from life force to their very strength and will. You have low offensive powers, but you effectively weaken foes while giving your allies that which you stole from your foes.

Storm: The incredible destructive power of lightning has been granted to you, allowing you to deal massive amounts of damage, but, only to single targets, you lack the ability to spread the damage to others.

Steel: The strength and hardness of steel is granted to you, allowing you to absorb and take lots of damage, but, are weak in offensive nature.

Wind: The power to repel the attacks of others and return them to the originating point is the wonder of Wind, the offensive power of Wind is moderate, but it excels in hindering opponents and taking control of the battle field.

Winter: Ice, snow, sleet, and the cold are all at your disposal, weak in nature, it excels in slowing down foes and often immobilizing them allowing for easy defeat.

Flame: Fire, pure destruction, moderate in power, it is most powerful in the way that it’s damage can be shared with large areas, effectively allowing you to handle large crowds with ease.

Venom: Poisoning all, weakening your foes to the point that they can’t even wield a blade, much less combat you.




Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +1 +2 +1 +1 Claw of the Dragon, Roar of the Dragon, Dragons Body, Draconic Might, Wyrm Power, Draconic Feast.
2 +2 +2 +1 +1 Bonus Feat, Wyrm Power, Wyrm’s Resistances
3 +3 +3 +3 +1 Dragons Body 2, Draconic Might 2
4 +4 +3 +3 +2 Wyrm Power
5 +5 +4 +3 +2 Dragons Body 3, Draconic Might 3, Bonus Feat
6 +6 +4 +5 +2 Wyrm Power
7 +7 +4 +5 +3 Dragons Body 4, Draconic Might 4.

8 +8 +5 +5 +3 Wyrm Power, Bonus Feat
9 +9 +5 +7 +3 Dragons Body 5, Draconic Might 5
10 +10/+1 +6 +7 +4 Wyrm Power
11 +11/+2 +7 +7 +4 Dragons Body 6, Draconic Might 6, Wyrm’s Resistances 2
12 +12/+3 +7 +8 +4 Wyrm Power, Bonus Feat
13 +13/+4 +8 +8 +6 Dragons Body 7, Draconic Might 7
14 +14/+5 +8 +8 +6 Wyrm Power
15 +15/+6 +9 +9 +6 Dragons Body 8, Draconic Might 8, Bonus Feat

16 +16/+7 +10 +9 +8 Wyrm Power, Wyrm’s Resistances 3
17 +17/+8 +10 +9 +8 Dragons Body 9, Draconic Might 9
18 +18/+9 +11 +10 +10 Wyrm Power, Bonus Feat
19 +19/+10 +11 +13 +10 Dragons Body 10, Draconic Might 10
20 +20/+11 +12 +15 +11 Wyrm Slayer, Wyrm Power.


Special

Claw of the Dragon
A Wyrm Slayer can enhance their physical attacks by effectively wrapping or transforming their hands or the body part used to attack in their element. This is in fact a natural attack, so the Wyrm Slayer is automatically proficient in it, the attack possesses a critical range of 15-20 x2. This attack can be used as often as the Wyrm Slayer needs to without cost, however, it can be enhanced by spending a single energy point to treat the next Claw of the Dragon attack as if they were one level higher.

Storm: The Claw of the Dragon attack when used by a Storm Wyrm Slayer deals 1d10 electrical damage plus an additional d10 electrical damage for every level the caster possesses. The Claw of the Dragon attack when made by a Storm Slayer, also maintains the chance to stun the target for a number of rounds equal to the Wyrm Slayers level. The percentage is a 5% chance per level the caster possesses.

Winter: Winter deals 1d6 cold damage upon impact, plus an additional d6 cold damage for every level possessed by the Wyrm Slayer. It also possesses a 10% chance per two levels to drain the target of 3 dexterity for 2 rounds.

Heaven: The attack deals 1d4 fire damage plus and additional d4 fire damage for every level possessed by the Wyrm Slayer, it also possesses a 20% chance per four levels of the Wyrm Slayer to be followed up by a “Awesome Blow” effect.

Shadows: The attack of the Shadows Claw of the Dragon deals 1d6 damage plus an additional d6 damage for every level the Wyrm Slayer possesses, it also gains the ability to drain the target of 1 attribute point from each attribute stats, this has a 5% chance per level possessed by the Wyrm Slayer of occurring.

Steel: The arm or body part of the Wyrm Slayer turns to steel, allowing them to deal 1d8 slashing/piercing/or bludgeoning damage plus and additional d8 of the same damage per level the Wyrm Slayer Possesses, the choice must be made BEFORE attacking, and the attack is treated as if it were Keen, and gains the power to overcome damage reduction of 10 or lower. The attack can also reach a distance of 2 feet per level of the Wyrm Slayer, by extending outwards from the hand.
Wind: The arm of the Slayer becomes encased in swirling winds that deal 1d6 damage to the target, as well as an additional d6 damage per level possessed by the Wyrm Slayer, it also has a 5% chance per level to function as if the Slayer possessed the “Awesome Blow” feat.
Flame: The attack of the Flame Wyrm Slayer deals 1d8 fire damage plus and additional d8 fire damage for each level possessed by the Wyrm Slayer, it also maintains the ability to explode on impact by using a Energy Point to deal the damage to all within 10 feet.
Venom: The hand of the Venom Wyrm Slayer or the body part used to attack becomes that of a dragon with red thick liquid dripping from the scales. It deals 1d4 damage plus and additional d4 damage for every level possessed by the Wyrm Slayer, it also deals 1d4 damage to constitution, strength, and dexterity on a critical.

Roar of the Dragon

Effectively, a breath weapon that can be used three times a day, each kind are a cone, that reaches out in a 30’ x 50’ cone, the saves to resist them are all reflex with a constitution based, the DC is equal to 10 + the level of the Wyrm Slayer + their intelligence modifier, saves only halve the damage, not the effects of the breath unless otherwise noted.

Storm: The Wyrm Slayer breathes a cone of lightning that deals 1d12 lightning damage for every level possessed by the Wyrm Slayer, it also causes those caught within the cone to lose control over their limbs, effectively rendering them helpless for a number of rounds equal to twice the level of the Wyrm Slayer This only works if they take damage from the breath attack, if they posses evasion and save, they do not take the penalty of being numbed. Roll a d20, on a natural 20, the cone explodes, knocking all within 20 feet of the cone back by the number of feet equal to the damage dealt.

Winter: This breath deals 1d4 cold damage plus an additional d4 cold damage for every level possessed by the Wyrm Slayer, to all those who fail the save, they take 2 Strength, Constitution, and Dexterity damage, they also lose their dexterity or any dodge bonus to AC until the effect wears of, the effect lasts for 3 rounds.

Heaven: This breath attack deals 1d4 fire damage, plus an additional d4 fire damage for every level possessed by the Wyrm Slayer, for those who fail their saves, they become blinded for 3 rounds, for those who make their saves, they become dazzled for 3 rounds, taking a -3 penalty to attack and losing their dexterity bonus to armor class. Cane be used to counter “The Roar of the Shadow Dragon”

Shadows: You release a cone of shadows that deals 2d4 damage to all stats if they fail their save, if they succeed on their save, they instead take 1d4 damage, can be used to counter the “Roar of the Heaven Dragon”

Steel: A cloud of fast moving shards of steel is released from your mouth, dealing 1d6 slashing and piercing damage plus and additional d6 slashing and piercing damage for every level possessed by the Wyrm Slayer, to those whom fail their save, they begin to take bleed damage as if stuck by a weapon of wounding.

Wind: You release a blast of air that rapidly expands causing an explosion to ensue at the end of the cone, only those at the end of the cone are forced to make a saving throw, everyone else within 30’ of the cone must make a strength check or be knocked prone. Those at the end of the cone must make a reflex saving throw that is strength based or be launched 10 feet into the air and be prone for 2 rounds before they hit the ground and take 4d6 falling damage.

Flame: A plume of superheated fire rushes forwards dealing 1d6 fire damage plus and additional d6 fire damage for every level the Wyrm Slayer possesses, roll a d6, 1-3 means that the cone of the flames is increased to 40’ x 60’, 4-6 means that the cone explodes outwards, dealing the damage to everyone within a 60’ radius, forcing everyone to take a constitution based reflex save or take full damage.

Venom: You exhale toxic fumes that start as a cone, but end up spreading outwards, moving 5’ in all directions, at a maximum of 10’ per level of the Wyrm Slayer. All those caught within the fumes must make a constitution save or begin to suffer a -1 penalty to all attributes for each round spent in the fumes.


Draconic Feast
The Wyrm Slayer can effectively eat their respective element and gain 2d10 Energy Points from eating it, Shadow and Light magic function differently than normal, Flame can eat fire, Venom can eat poison, Steel can eat steel, and so on, but when a Shadow Wyrm Slayer eats shadows, he must have a source of shadows, such as shade or inside a cave, outside in bright sunlight he cannot eat darkness, and by eating darkness, he increases the light portion of the room, if it was pitch black, then people can see as if a candle were lit, if there was that much light to begin with, it is then as bright as a torch, if a Heaven Wyrm Slayer eats light, it has the opposite effect. This effect allows the Wyrm Slayer a 5% chance per level of the Wyrm Slayer to eat any incoming attack using their element.

Body of the Dragon

The body of the slayer is physically tougher than normal, and grants them +1 Natural AC/ 2 levels, it also grants them DR/1 plus a additional DR/1 per two levels of the caster.

Draconic Might

The magic you possess makes you physically stronger, granting you a +1 Strength per two caster levels.

Wyrm’s Resistances
You gain resistances that are determined by your chosen Wyrm magic, when you reach the next Wyrm resistances, the effects of the current resistances are brought up by 50%, rounded down.
Each dragon slayer gains resistances to something;

Storm: You gain a +5 to saving throws made VS stunning effects, and similar effects.

Winter: The slayer gains damage reduction Cold/5

Heaven: You gain a +5 to saving throws made VS blindness or similar effects.

Shadows: You gain a +5 to saving throws made VS any effect that drains you in some way.

Steel: You gain damage reduction/10

Wind: You take half damage from falls, and receive a bonus of +5 against any check made to maintain balance.

Flame: You gain damage reduction Fire/10

Venom: You gain immunity to poison of any kind save the poison of other venom Wyrm Slayers.




Wyrm Slayer

When you finally reach level 20, you are more dragon than mortal, you gain damage reduction/20, your Roar of the Dragon becomes usable once every 2 rounds, your claw of the dragon attacks are made with a +5, and the damage of said attack is increased by 50%. The resistances become immunities.


Wyrm Powers

Each theme for the Wyrm Slayers gives access to 20 Wyrm powers, 10 of witch you’ll never have, but they consume energy points, and each one has a certain thing in common with all of the other powers from that them.


Heaven: The power of heavenly light is yours to control, by using the light of heaven, you hinder and distract foes, all the while assisting your allies.

Shadows: The shadows of hell are at your command, your magic drains others of everything from life force to their very strength and will. You have low offensive powers, but you effectively weaken foes while giving your allies that which you stole from your foes.

Storm: The incredible destructive power of lightning has been granted to you, allowing you to deal massive amounts of damage, but, only to single targets, you lack the ability to spread the damage to others.

Steel: The strength and hardness of steel is granted to you, allowing you to absorb and take lots of damage, but, are weak in offensive nature.

Wind: The power to repel the attacks of others and return them to the originating point is the wonder of Wind, the offensive power of Wind is moderate, but it excels in hindering opponents and taking control of the battle field.

Winter: Ice, snow, sleet, and the cold are all at your disposal, weak in nature, it excels in slowing down foes and often immobilizing them allowing for easy defeat.

Flame: Fire, pure destruction, moderate in power, it is most powerful in the way that it’s damage can be shared with large areas, effectively allowing you to handle large crowds with ease.

Venom: Poisoning all, weakening your foes to the point that they can’t even wield a blade, much less combat you.

Kurtmuran
2011-04-10, 02:40 PM
Haha, it didn't post last time! O_O

Wyrm Slayers

History

Wyrm Slayers are a group of magicians that have been raised by dragons and through intense training, have gained the power to control a element, Storm; the power of lightning is at the fingertips of the Slayer, Winter; the power of frost and ice are under the command of the Slayer, Metal; the protective power and offensive prowess of the metal is under the control of the Slayer, Flame; the power of fire is the Slayers to control, Heaven; the power of heavenly light and it’s ability to assist and heal is the Slayers to control, Shadows; the seductive draining powers of shadows are under the command of the Slayer, Wind; the power to reflect and use your opponents strength against them is possible for a Wind Wyrm Slayer, Venom; the power to weaken and inevitably make it easier to take down foes is now in your grasp.

Wyrm Slayers posses the power to enhance physical attacks, and provide small useful effects if their attacks were to land. They are in all respect a Arcane user so therefore is not allowed to wear armor or suffer arcane spell failure chance.

Statistics

Wyrm Slayers don’t have spell slots, they have Energy Pool, in which the energy can be used for any of their abilities, but is severally limited in numbers, they do not have access to normal arcane spells, they in fact, depending on the form of Wyrm Slayer they’ve chosen, use Wyrm Magic, which are abilities that provide a effect at the cost of a number of Energy.

Class Skills: The class skills of the Wyrm Slayer are as follows; Appraise, Acrobatics, Handle Animal, Craft, Profession, Knowledge Nature, Knowledge Nature, Survival.

Skill Points per Level: The Wyrm Slayer receives 5 plus intelligence modifier skill points per level.
The Wyrm Slayer possesses a d10 HD

Bonus Feats: The bonus feats of a Wyrm Slayer can only be spent on feats that are used to enhance their own abilities. (EX: You gained a bonus feat, you could take weapon specialization (Claw of the Dragon))

When this class is taken, they must choose ONE of the eight Wyrm Magic types, this choice cannot be changed after choosing so, and will determine many things for the Wyrm Slayer. The type of magic they use will also be the theme for their spells, they can learn arcane spells, but their choices are limited. They may learn 20 Arcane spells per spell level they have access too, they cast them as often as a Sorcerer though. The spells chosen can only be changed on the full moon.

The eight forms of Wyrm Magic are as follows;

Heaven: The power of heavenly light is yours to control, by using the light of heaven, you hinder and distract foes, all the while assisting your allies.

Shadows: The shadows of hell are at your command, your magic drains others of everything from life force to their very strength and will. You have low offensive powers, but you effectively weaken foes while giving your allies that which you stole from your foes.

Storm: The incredible destructive power of lightning has been granted to you, allowing you to deal massive amounts of damage, but, only to single targets, you lack the ability to spread the damage to others.

Steel: The strength and hardness of steel is granted to you, allowing you to absorb and take lots of damage, but, are weak in offensive nature.

Wind: The power to repel the attacks of others and return them to the originating point is the wonder of Wind, the offensive power of Wind is moderate, but it excels in hindering opponents and taking control of the battle field.

Winter: Ice, snow, sleet, and the cold are all at your disposal, weak in nature, it excels in slowing down foes and often immobilizing them allowing for easy defeat.

Flame: Fire, pure destruction, moderate in power, it is most powerful in the way that it’s damage can be shared with large areas, effectively allowing you to handle large crowds with ease.

Venom: Poisoning all, weakening your foes to the point that they can’t even wield a blade, much less combat you.




Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +1 +2 +1 +1 Claw of the Dragon, Roar of the Dragon, Dragons Body, Draconic Might, Wyrm Power, Draconic Feast.
2 +2 +2 +1 +1 Bonus Feat, Wyrm Power, Wyrm’s Resistances
3 +3 +3 +3 +1 Dragons Body 2, Draconic Might 2
4 +4 +3 +3 +2 Wyrm Power
5 +5 +4 +3 +2 Dragons Body 3, Draconic Might 3, Bonus Feat
6 +6 +4 +5 +2 Wyrm Power
7 +7 +4 +5 +3 Dragons Body 4, Draconic Might 4.

8 +8 +5 +5 +3 Wyrm Power, Bonus Feat
9 +9 +5 +7 +3 Dragons Body 5, Draconic Might 5
10 +10/+1 +6 +7 +4 Wyrm Power
11 +11/+2 +7 +7 +4 Dragons Body 6, Draconic Might 6, Wyrm’s Resistances 2
12 +12/+3 +7 +8 +4 Wyrm Power, Bonus Feat
13 +13/+4 +8 +8 +6 Dragons Body 7, Draconic Might 7
14 +14/+5 +8 +8 +6 Wyrm Power
15 +15/+6 +9 +9 +6 Dragons Body 8, Draconic Might 8, Bonus Feat

16 +16/+7 +10 +9 +8 Wyrm Power, Wyrm’s Resistances 3
17 +17/+8 +10 +9 +8 Dragons Body 9, Draconic Might 9
18 +18/+9 +11 +10 +10 Wyrm Power, Bonus Feat
19 +19/+10 +11 +13 +10 Dragons Body 10, Draconic Might 10
20 +20/+11 +12 +15 +11 Wyrm Slayer, Wyrm Power.


Special

Claw of the Dragon
A Wyrm Slayer can enhance their physical attacks by effectively wrapping or transforming their hands or the body part used to attack in their element. This is in fact a natural attack, so the Wyrm Slayer is automatically proficient in it, the attack possesses a critical range of 15-20 x2. This attack can be used as often as the Wyrm Slayer needs to without cost, however, it can be enhanced by spending a single energy point to treat the next Claw of the Dragon attack as if they were one level higher.

Storm: The Claw of the Dragon attack when used by a Storm Wyrm Slayer deals 1d10 electrical damage plus an additional d10 electrical damage for every level the caster possesses. The Claw of the Dragon attack when made by a Storm Slayer, also maintains the chance to stun the target for a number of rounds equal to the Wyrm Slayers level. The percentage is a 5% chance per level the caster possesses.

Winter: Winter deals 1d6 cold damage upon impact, plus an additional d6 cold damage for every level possessed by the Wyrm Slayer. It also possesses a 10% chance per two levels to drain the target of 3 dexterity for 2 rounds.

Heaven: The attack deals 1d4 fire damage plus and additional d4 fire damage for every level possessed by the Wyrm Slayer, it also possesses a 20% chance per four levels of the Wyrm Slayer to be followed up by a “Awesome Blow” effect.

Shadows: The attack of the Shadows Claw of the Dragon deals 1d6 damage plus an additional d6 damage for every level the Wyrm Slayer possesses, it also gains the ability to drain the target of 1 attribute point from each attribute stats, this has a 5% chance per level possessed by the Wyrm Slayer of occurring.

Steel: The arm or body part of the Wyrm Slayer turns to steel, allowing them to deal 1d8 slashing/piercing/or bludgeoning damage plus and additional d8 of the same damage per level the Wyrm Slayer Possesses, the choice must be made BEFORE attacking, and the attack is treated as if it were Keen, and gains the power to overcome damage reduction of 10 or lower. The attack can also reach a distance of 2 feet per level of the Wyrm Slayer, by extending outwards from the hand.
Wind: The arm of the Slayer becomes encased in swirling winds that deal 1d6 damage to the target, as well as an additional d6 damage per level possessed by the Wyrm Slayer, it also has a 5% chance per level to function as if the Slayer possessed the “Awesome Blow” feat.
Flame: The attack of the Flame Wyrm Slayer deals 1d8 fire damage plus and additional d8 fire damage for each level possessed by the Wyrm Slayer, it also maintains the ability to explode on impact by using a Energy Point to deal the damage to all within 10 feet.
Venom: The hand of the Venom Wyrm Slayer or the body part used to attack becomes that of a dragon with red thick liquid dripping from the scales. It deals 1d4 damage plus and additional d4 damage for every level possessed by the Wyrm Slayer, it also deals 1d4 damage to constitution, strength, and dexterity on a critical.

Roar of the Dragon

Effectively, a breath weapon that can be used three times a day, each kind are a cone, that reaches out in a 30’ x 50’ cone, the saves to resist them are all reflex with a constitution based, the DC is equal to 10 + the level of the Wyrm Slayer + their intelligence modifier, saves only halve the damage, not the effects of the breath unless otherwise noted.

Storm: The Wyrm Slayer breathes a cone of lightning that deals 1d12 lightning damage for every level possessed by the Wyrm Slayer, it also causes those caught within the cone to lose control over their limbs, effectively rendering them helpless for a number of rounds equal to twice the level of the Wyrm Slayer This only works if they take damage from the breath attack, if they posses evasion and save, they do not take the penalty of being numbed. Roll a d20, on a natural 20, the cone explodes, knocking all within 20 feet of the cone back by the number of feet equal to the damage dealt.

Winter: This breath deals 1d4 cold damage plus an additional d4 cold damage for every level possessed by the Wyrm Slayer, to all those who fail the save, they take 2 Strength, Constitution, and Dexterity damage, they also lose their dexterity or any dodge bonus to AC until the effect wears of, the effect lasts for 3 rounds.

Heaven: This breath attack deals 1d4 fire damage, plus an additional d4 fire damage for every level possessed by the Wyrm Slayer, for those who fail their saves, they become blinded for 3 rounds, for those who make their saves, they become dazzled for 3 rounds, taking a -3 penalty to attack and losing their dexterity bonus to armor class. Cane be used to counter “The Roar of the Shadow Dragon”

Shadows: You release a cone of shadows that deals 2d4 damage to all stats if they fail their save, if they succeed on their save, they instead take 1d4 damage, can be used to counter the “Roar of the Heaven Dragon”

Steel: A cloud of fast moving shards of steel is released from your mouth, dealing 1d6 slashing and piercing damage plus and additional d6 slashing and piercing damage for every level possessed by the Wyrm Slayer, to those whom fail their save, they begin to take bleed damage as if stuck by a weapon of wounding.

Wind: You release a blast of air that rapidly expands causing an explosion to ensue at the end of the cone, only those at the end of the cone are forced to make a saving throw, everyone else within 30’ of the cone must make a strength check or be knocked prone. Those at the end of the cone must make a reflex saving throw that is strength based or be launched 10 feet into the air and be prone for 2 rounds before they hit the ground and take 4d6 falling damage.

Flame: A plume of superheated fire rushes forwards dealing 1d6 fire damage plus and additional d6 fire damage for every level the Wyrm Slayer possesses, roll a d6, 1-3 means that the cone of the flames is increased to 40’ x 60’, 4-6 means that the cone explodes outwards, dealing the damage to everyone within a 60’ radius, forcing everyone to take a constitution based reflex save or take full damage.

Venom: You exhale toxic fumes that start as a cone, but end up spreading outwards, moving 5’ in all directions, at a maximum of 10’ per level of the Wyrm Slayer. All those caught within the fumes must make a constitution save or begin to suffer a -1 penalty to all attributes for each round spent in the fumes.


Draconic Feast
The Wyrm Slayer can effectively eat their respective element and gain 2d10 Energy Points from eating it, Shadow and Light magic function differently than normal, Flame can eat fire, Venom can eat poison, Steel can eat steel, and so on, but when a Shadow Wyrm Slayer eats shadows, he must have a source of shadows, such as shade or inside a cave, outside in bright sunlight he cannot eat darkness, and by eating darkness, he increases the light portion of the room, if it was pitch black, then people can see as if a candle were lit, if there was that much light to begin with, it is then as bright as a torch, if a Heaven Wyrm Slayer eats light, it has the opposite effect. This effect allows the Wyrm Slayer a 5% chance per level of the Wyrm Slayer to eat any incoming attack using their element.

Body of the Dragon

The body of the slayer is physically tougher than normal, and grants them +1 Natural AC/ 2 levels, it also grants them DR/1 plus a additional DR/1 per two levels of the caster.

Draconic Might

The magic you possess makes you physically stronger, granting you a +1 Strength per two caster levels.

Wyrm’s Resistances
You gain resistances that are determined by your chosen Wyrm magic, when you reach the next Wyrm resistances, the effects of the current resistances are brought up by 50%, rounded down.
Each dragon slayer gains resistances to something;

Storm: You gain a +5 to saving throws made VS stunning effects, and similar effects.

Winter: The slayer gains damage reduction Cold/5

Heaven: You gain a +5 to saving throws made VS blindness or similar effects.

Shadows: You gain a +5 to saving throws made VS any effect that drains you in some way.

Steel: You gain damage reduction/10

Wind: You take half damage from falls, and receive a bonus of +5 against any check made to maintain balance.

Flame: You gain damage reduction Fire/10

Venom: You gain immunity to poison of any kind save the poison of other venom Wyrm Slayers.




Wyrm Slayer

When you finally reach level 20, you are more dragon than mortal, you gain damage reduction/20, your Roar of the Dragon becomes usable once every 2 rounds, your claw of the dragon attacks are made with a +5, and the damage of said attack is increased by 50%. The resistances become immunities.


Wyrm Powers

Each theme for the Wyrm Slayers gives access to 20 Wyrm powers, 10 of witch you’ll never have, but they consume energy points, and each one has a certain thing in common with all of the other powers from that them.


Heaven: The power of heavenly light is yours to control, by using the light of heaven, you hinder and distract foes, all the while assisting your allies.

Shadows: The shadows of hell are at your command, your magic drains others of everything from life force to their very strength and will. You have low offensive powers, but you effectively weaken foes while giving your allies that which you stole from your foes.

Storm: The incredible destructive power of lightning has been granted to you, allowing you to deal massive amounts of damage, but, only to single targets, you lack the ability to spread the damage to others.

Steel: The strength and hardness of steel is granted to you, allowing you to absorb and take lots of damage, but, are weak in offensive nature.

Wind: The power to repel the attacks of others and return them to the originating point is the wonder of Wind, the offensive power of Wind is moderate, but it excels in hindering opponents and taking control of the battle field.

Winter: Ice, snow, sleet, and the cold are all at your disposal, weak in nature, it excels in slowing down foes and often immobilizing them allowing for easy defeat.

Flame: Fire, pure destruction, moderate in power, it is most powerful in the way that it’s damage can be shared with large areas, effectively allowing you to handle large crowds with ease.

Venom: Poisoning all, weakening your foes to the point that they can’t even wield a blade, much less combat you.

hey thanks for your help i be working in the weapon summoner maybe in this week i post that

Ashtagon
2011-04-10, 02:52 PM
hello me again i need some help i know you are good bulid rpgs for d&d d20
like naruto, bleach, avatar last air blender, but no one bulid some one like Fairy tail maybe its couse are not very popular in US, but its very good couse its full of magic and epic things

if you want to know more this is a wiki data

http://en.wikipedia.org/wiki/Fairy_Tail

http://en.wikipedia.org/wiki/Grimm_%28role-playing_game%29

http://www.fantasyflightgames.com/edge_minisite_sec.asp?eidm=63&esem=2

http://www.fantasyflightgames.com/edge_foros_temas.asp?efid=84&efcid=3

This?

Luean
2011-04-11, 10:14 AM
http://en.wikipedia.org/wiki/Grimm_%28role-playing_game%29

http://www.fantasyflightgames.com/edge_minisite_sec.asp?eidm=63&esem=2

http://www.fantasyflightgames.com/edge_foros_temas.asp?efid=84&efcid=3

This?

As you can read in the first post: Fairy Tail (http://en.wikipedia.org/wiki/Fairy_Tail) is a Manga, that has nothing to do with Grimm Fairy Tales.

Ashtagon
2011-04-11, 11:32 AM
As you can read in the first post: Fairy Tail (http://en.wikipedia.org/wiki/Fairy_Tail) is a Manga, that has nothing to do with Grimm Fairy Tales.

In this case it wasn't obvious that a particular manga/anime setting was being talked about and not the generic concept of the same name. Given that other titles were misspelled, it seemed reasonable to believe this was just another misspelling.

Now that it is clear what is being talked about... no, I am not aware of any homebrew or published work specifically for that setting, although BESM may well do a lot of what is needed.