PDA

View Full Version : D&D 3.x Other Homestuck Human Subraces



Aniikinis
2017-10-06, 11:55 AM
Had a random thought and decided to add to it. Basic idea is: Each of the 8 homestuck kids ascended to godhood and created a subgroup of humans in their image. Each of the races will have a different descriptor, school, and at least one or two different racial skills.

Beta Kids:

https://static.zerochan.net/Dave.Strider.full.1236869.jpg
Davinis
The two people before you have fair skin, very light hair, red eyes, and are wearing fashionable, but striking clothing. They appear to be both striking each other with sharp words to try and shake the other's facade of stoic "cool kid"ness.

The davini are a calm, stoic, and cautious people that try to keep this image to all people of other races, even other humans and human subraces. In reality they are a very motivated and emotional people, which is readily apparent in their music and fashion styles. Davini are drawn to the lives of bards, minstrels, and comics due to their natural charm and ability to lay down a perfectly timed line or verse with little apparent effort. Davini resemble typical humans save for their red eyes, fair skin, almost white, light hair, and preference towards striking, yet fashionable clothing


Davini speak common but an individual davinis may speak any number of other languages in just as many dialects.

DAVINIS CHARACTERS
Davinis characters possess the following racial traits.
+2 Str, +2 Dex, +2 Cha, -2 Con, -2 Int, -2 Wis (+0 App)
Medium Humanoid(Human)
50 ft. land speed.
5 foot space and 5 foot reach
Special Qualities: Racial Skills, Flash Step, Beat Mesa's Prodigy, Cutting Edge
Automatic Languages: Common and one additional. Bonus Languages: Any, except secret.
Favored Class: Jester or Bard
Level adjustment: +0

Temporal Rhythm: Davini gain the Flash Step feat at 1st level even if they don't meet the prerequisites and have the innate ability to precicely measure any length of time.

Beat Mesa's Prodigy: Spells with the sonic descriptor and of the enchantment school are cast at +1 caster level. This does not stack with itself.

Cutting Edge: Davini gain a +1 racial bonus to attack when wielding sword-group weapons.

Racial Skills: Davini have a +2 racial bonus to Balance, Climb, Jump, Listen, Move Silently, and Tumble. Move Silently and Tumble are always considered class skills.

https://i.pinimg.com/736x/eb/9c/cc/eb9ccc2fcb87fb1238d2529e190bd3fd--harley-jade.jpg
Jaddin
The two people before you have tanned skin, black hair, green eyes, two dog-like ears covered in white fur, and are wearing simple, light coloured clothing. They appear to be speaking in a strange way that mixes spoken word with physical cues reminiscent of canines.

Jaddin are a cheery, upbeat, and generally sociable people, much like the dogs that they have parts of. Many jaddin are drawn towards agricultural and animal-based jobs with a very useful ability to speak to a common friend to most humans. Jaddin resemble typical humans save for their emerald green eyes, perpetually tanned skin, black hair, slight buck teeth, and dog ears covered in soft, white fur.

Jaddin speak both common and an intricate language that uses their innate ability to speak to canines to convey multiple different meaning at once. Other races may learn to understand jaddin but they will almost never be able to speak it unless they have the ears of canine-based creatures.

JADDIN CHARACTERS
Jaddin characters possess the following racial traits.
+2 Dex, +2 Wis, +2 Cha, -2 Str, -2 Con, -2 Int (+0 App)
Medium Humanoid (Human)
5 foot space and 5 foot reach
Special Qualities: Scent, Low-light vision, Gift of Becquerel, Racial Skills, Dog Speech
Automatic Languages: Common and Jaddin. Bonus Languages: Any, except secret.
Favored Class: Ranger
Level adjustment: +0

Gift of Becquerel: Spells with the force descriptor and of the transmutation school are cast at +1 caster level.

Racial Skills: Jaddin have a +2 racial bonus to Balance, Handle Animal, Heal, Jump, Knowledge (Nature), and Survival. Knowledge (nature) and Survival are always considered class skills.

Dog Speech (Ex): Jaddin have a constant, non magical effect of Speak with Animals that only works on dogs and canid creatures.


https://static.zerochan.net/John.Egbert.full.837134.jpg
Jonii
The two people before you have fair skin, dark hair, blue eyes, and are wearing comfortable, but plain clothing. They appear to be arguing over something completely inane but you get the feeling that it's more out of hilarity than actual anger.

Jonii are fairly simple people, both in mind and living. They prefer to work with their hands and tend to make good leaders, even though they have a tendency to both overreact and...

http://pm1.narvii.com/6351/4b1404846b47dcfd6937cb00c8a5add116eff2aa_00.jpg

...Yeah. Jonii resemble typical humans save for their deep blue eyes, fair to tanned skin, black hair, buck teeth, and commanding stature.

Jonii speak a simple and easily understood dialect of common that can be easily interpereted as one close to the listener's own dialect.

JONII CHARACTERS
Jonii characters possess the following racial traits.
+2 Str, +2 Con, +2 Cha, -2 Dex, -2 Int, -2 Wis (+0 App)
Medium Humanoid(Human)
5 foot space and 5 foot reach
Special Qualities: Racial Skills, Trickster's luck, Hammer Hero,
Automatic Languages: Common and one additional. Bonus Languages: Any, except secret.
Favored Class: Fighter
Level adjustment: +0

Hammer Hero: Jonii gain a +2 racial bonus to attack and damage when weilding hammer-group weapons (ex. Warhammer) and are automatically proficient in all weapons in the hammer-group.

Heir Transparent: Spells with the air descriptor and of the abjuration school are cast at +1 caster level. This does not stack with itself.

Trickster's Luck: Jonii have a +2 luck bonus to all saving throws and treat all critical threat ranges as one larger than normal (this does include fumbles and critical misses in addition to critical hits)

Racial Skills: Jonii have a +2 racial bonus to Climb, Diplomacy, Intimidate, Search, Spot, and Survival. Intimidate and Survival are always considered class skills.

https://i.pinimg.com/originals/79/d4/f8/79d4f8ad287dfde4c90ab1cb16f67f15.jpg
Rosaceae
The two people before you have fair skin and hair, purple eyes, and are wearing elaborate, dark coloured clothing. They appear to be speaking about some highly technical topic that is honestly boring you somewhat and you're not even part of the conversation.

Rosacea are masters of wordplay, often snarky and sarcastic even to their closest friends. They are often well-learned and drawn to occult subjects as well as have a strange pull towards the arcane. Rosacea resemble typical humans save for their purple eyes, continually fair skin, light hair, and preference towards dark coloured clothing

Rosacea speak common but are fond of using doublespeak and sarcasm in places that would not normally seem to require such talk.

ROSACEAE CHARACTERS
Rosaceae characters possess the following racial traits.
+2 Dex, +2 Int, +2 Cha, -4 Str, -4 Con, -2 Wis (+0 App)
Medium Humanoid(Human)
5 foot space and 5 foot reach
Special Qualities: Warlock Affinity, Racial Skills, Eldritch Temptations, Light of Spirit
Automatic Languages: Common and one additional. Bonus Languages: Any, except secret.
Favored Class: Warlock
Level adjustment: +0

Eldritch Temptations: Rosacea take a -4 penalty to will saves vs the spells, spell-like abilities, and other abilities of aberrations.

Light of Spirit: Spells with the Light descriptor and spells of the divination school are cast at +1 caster level. This does not stack with itself.

Racial Skills: Rosacea have a +2 racial bonus to Decipher script, any two Knowledge skills, sense motive, spellcraft, tumble, and use magic device. Decipher script and the two knowledge skills are always considered class skills.

Warlock Affinity: Rosacea count as an additional caster level higher for eldritch blast and at the 1st and 5th warlock level and every 5 warlock levels afterwards, rosacea gain an additional warlock invocation they have access to.

https://images.8tracks.com/cover/i/010/087/437/tumblr_nyk0e4FVTH1sxvm29o2_1280-2525.png
Dirak
The two people before you have tanned skin, very light, somewhat spiky hair, orange eyes, and are wearing simple but efficient clothing. They appear to be having a heated argument over either something super technical or some form of entertainment. ...It's kinda hard to tell.

Dirak are highly intelligent people but have a hard time expressing their emotions and connecting with others, resulting in them having an inner turmoil that can cause them to harm those they love or explode at random times. They prefer to work in technical positions where they can absorb themselves in their work and not have to deal with others on a very frequent basis. Dirak resemble typical humans save for their vibrant orange eyes, tanned skin, and almost white, spiky hair.

Dirak speak common, dwarven, and draconic.

DIRAK CHARACTERS
Dirak characters possess the following racial traits.
+2 Str, +2 Con, +2 Int, -2 Dex, -2 Wis, -2 Cha (+0 App)
Medium Humanoid(Human)
30 ft. land speed.
5 foot space and 5 foot reach
Special Qualities: Racial Skills, Inner Turmoil, Heart's Curse, Slicing Strike
Automatic Languages: Common, Dwarven, and Draconic. Bonus Languages: Any, except secret.
Favored Class: Artificer or Fighter
Level adjustment: +0

Inner Turmoil: Dirak take a -2 to will saves vs. spells that target emotions but others gain a -2 to all sense motive checks against the dirak.

Heart's Curse: Spells with the electricity descriptor and of the evocation school are cast at +1 caster level. This does not stack with itself.

Slicing Strike: Dirak gain a +1 racial bonus to damage when wielding sword-group weapons

Racial Skills: Dirak have a +2 racial bonus to Balance, Bluff, Escape Artist, Sense Motive, Tumble. Escape Artist and Tumble are always considered class skills.

https://i.pinimg.com/736x/54/07/54/540754300947e1eb200a9be9e239ccca--homestuck-characters-english.jpg.
Jakla
The two people before you have tanned skin, black hair, dark green eyes, and are wearing clothing that looks comfortable and not too practical for hunting. They appear to be arguing over which monsters are better at hunting.

Jakla are jovial characters, oftentimes telling tales of past hunts and amazing exploits. Jakla prefer jobs where they can revel in solitude and hunt massive creatures. Jakla resemble typical humans save for their forest green eyes, black hair, continually tanned skin, and preference for strangely comfortable clothing

Jakla speak common, but with a heavy accent that can't necessarily by placed.

JAKLA CHARACTERS
Jakla characters possess the following racial traits.
+2 Dex, +2 Int, +2 Wis, -2 Str, -2 Con, -2 Cha (+0 App)
Medium Humanoid(Human)
30 ft. land speed.
5 foot space and 5 foot reach
Special Qualities: Racial Skills, Pistol Fingers, Hope rides alone, Monster Hunters
Automatic Languages: Common. Bonus Languages: Any, except secret.
Favored Class: Ranger
Level adjustment: +0

Pistol Fingers: Jakla gain a +2 racial bonus to damage when wielding firearms.

Hope Rides Alone: Spells with the mind-affecting descriptor and of the Illusion school are cast at +1 caster level. This does not stack with itself.

Monster Hunters: Jakla gain Favored Enemy (Magical Beast) as though they were a first level ranger. This stacks with any ranger levels the jakla gain.

Racial Skills: Jakla have a +2 racial bonus to Climb, Disguise, Move Silently, Listen, Spot, and Survival. Listen and Survival are always considered class skills.

https://i.pinimg.com/originals/26/0b/d9/260bd95300f50e23fc275d13164581b1.jpg
Janis
The two people before you have light skin, dark hair, bright blue eyes, and are wearing very simple clothing. They appear to be discussing an investigative play that they saw the week before..

Jani are quaint but highly investigative people. They can be the best detectives money can buy or can master any number of simple fields. Jani resemble typical humans save for their bright blue eyes, dark hair, light skin, and preference for quaint clothing.

Jani speak common, but are fond of leaning languages they find romantic such as elven.

JANIS CHARACTERS
Janis characters possess the following racial traits.
+2 Str, +2 Con, +2 Wis, -2 Dex, -2 Int, -2 Cha (+0 App)
Medium Humanoid(Human)
30 ft. land speed.
5 foot space and 5 foot reach
Special Qualities: Racial Skills, Batter Spoon, Made of Life, Crocker Corp Lackey
Automatic Languages: Common. Bonus Languages: Any, except secret.
Favored Class: Cleric
Level adjustment: +0

Batter Spoon: Jani gain a +1 racial bonus to attack with maces, morningstars, and battlespoons. Jani are automatically proficient with all Battlespoons.

Made of Life: Spells with the Sleep descriptor and of the Conjuration school are cast at +1 caster level. This does not stack with itself.

Crocker Corp Lackey: Jani take a -2 penalty vs spells and spell-like abilities with the mind-effecting descriptor.

Racial Skills: Jani have a +2 racial bonus to Decipher Script, Disguise, Gather Information, Jump, Move Silently, and Search. Gather Information and Search are always considered class skills.

http://31.media.tumblr.com/tumblr_m66lebLRhP1qjf3vjo1_500.png
Roxil
The two people before you have tanned skin, light hair, pink eyes, and are wearing baggy, revealing clothing. They appear to be laughing over something completely inane.

Roxil are very sociable and caring people, often accepting various other races into their cities and towns in order to protect them from the dangers of the wilderness. Roxil find jobs most commonly in research fields and as thieves, even through their racial preference for alcoholic spirits and other forms of recreational drugs. Roxil resemble typical humans save for their pink eyes, light hair, fair to tanned skin, and preferences for both revealing and somewhat restricting clothing.

Roxil speak common as well as many other languages

ROXIL CHARACTERS
Roxil characters possess the following racial traits.
+2 Dex, +2 Int, +2 Cha, -2 Str, -2 Con, -2 Wis (+0 App)
Medium Humanoid(Human)
30 ft. land speed.
5 foot space and 5 foot reach
Special Qualities: Racial Skills, Iron Liver, Voided Theft, Sniping Speciality
Automatic Languages: Common. Bonus Languages: Any, except secret.
Favored Class: Rogue
Level adjustment: +0

Iron Liver: Roxil have a +2 racial bonus to fort saves vs the effects of alcohol and poisons.

Voided Theft: Spells with the teleportation descriptor and of the necromancy school are cast at +1 caster level. This does not stack with itself.

Sniping Speciality: Roxil gain a +2 racial bonus to attack with firearms.

Racial Skills: Roxil have a +2 racial bonus to Diplomacy, Escape Artist, Heal, any one Knowledge skill, Swim, and Use Magic Device. Escape Artist and that Knowledge skill are always considered class skills.

New Weapons:
Battlespoon
Exotic one-handed melee weapon
Cost: 15 gold
Damage: 1d8+Str
Critical: 18/x2
Range Increment: Melee
Weight: 3 lbs
Type: Bludgeoning
Special: Can be used as a shovel or paddle.

Heavy Battlespoon
Exotic two-handed melee weapon
Cost: 25 gold
Damage: 1d12+Str
Critical: 18/x2
Range Increment: Melee
Weight: 6 lbs
Type: Bludgeoning
Special: Can be used as a shovel or paddle.

Light Battlespoon
Exotic one-handed light melee weapon
Cost: 10 gold
Damage: 1d6+Str
Critical: 18/x2
Range Increment: Melee
Weight: 2 lbs
Type: Bludgeoning
Special: Can be used as a shovel or paddle.

Bladed Versions:
+5 gold
+1 critical range
Type: Bludgeoning or Slashing

Sporked Versions:
+5 gold
+1 critical multiplier
Type: Bludgeoning or Piercing

Combination Versions:
+10 gold
+1 critical range and multiplier
Type: Bludgeoning or Piercing or Slashing


Fell Spines
Exotic onehanded melee weapon(technically)
Cost: 300 or 550 gold
Damage: 1d6+Str
Critical: 19/x2
Range Increment: Melee or Special
Weight: .5 lbs
Type: Piercing or other
Special: When wielded by a warlock, this allows the use of additional eldritch blasts if BAB allows for iteratives. Fell Spines are always made in pairs and thus must be held in both hands to even use. Fell Spines that cost 300 gold grant a second Eldritch Blast per round at your second Iterative attack and ones that cost 550 give an additional blast at your third iterative attack. Each use of Eldritch Blast while wielding Fell Spines incurs a -4 penalty to attack rolls.

Feats(Reposted):

Flash Step [General]
Through some preternatural skill you slip from view while moving, seeming as if you teleported during your movement.
Prerequisites: 15 Dex, Dodge, Mobility
Benefit: You do not provoke attacks of opportunity from movement. When running or charging, you are considered to be invisible (but only during the movement) and 1/day for every 5 class levels you may make a full-round action to move 6x your movement speed(being invisible whilst doing so).


Lightning Step [General]
While few can understand the art of the flash step, you have begun to master it.
Prerequisites: 10 HD, 17 Dex, Dodge, Mobility, Flash Step
Benefit: You may use the full-round action of Flash step as a standard action and may move up to 8x your movement speed during the action


Sudden Step [General]
Moving faster than the blink of an eye is simple if you know what you're doing.
Prerequisites: 15 HD, 20 Dex, Dodge, Mobility, Flash Step, Lightning Step
Benefit: You may use the full-round action of Flash Step as a move action, additionally you may draw your weapon as a free action and may move up to 10x your movement speed during the action.


Spatial Warp [Epic, General]
If they thought you were teleporting before, they haven't seen anything yet.
Prerequisites: 20 HD, 22 Dex, Dodge, Mobility, Flash Step, Lightning Step, Sudden Step
Benefit: You may use the full-round action of Flash Step as a swift action, additionally you may draw your weapon as a free action and may move up to 15x your movement speed during the action. You may use this action up to once per round even when it isn't your turn.

Aniikinis
2017-10-07, 06:26 AM
Stats will come soon when I have more time...

Artifacts:


Pop-a-matic Vrillyhoo Hammer: This is a +10 Sonic Blast Axiomatic Warhammer that deals 2d10 bludgeoning damage plus 2d6 damage each of fire, cold, acid, electricity, force, positive, negative, and untyped. Any creature dealt damage from this weapon must make a Fort Save (DC 47) or die, if the creature succeeds they are permanently paralyzed.

The Thorns of Oglogoth: These are two +5 Paired Unholy Daggers that deal 2d8 piercing damage only. In addition, if a warlock wields one of these in each hand they are able to make up to three additional Eldritch Blasts per turn. The wielder of the Thorns of Oglogoth gain +4d6 to their eldritch blast damage.

Caledscratch:

Green Sun Streetsweeper:

Batterwitch Skaia Fork:

Flintlocks of Zillyhau:

Quills of Echidna:

Cutlass of Zillywair:

Unbreakable Katana:

Crockercorp Appearifier Rifle:

Fear No Anvil:

Royal Deringer:

Ahab's Crosshairs:



Junior Compu-Sooth Spectagoggles

Turntables

The Treasure

Magic Cue Ball

Tiaratop

Cherubim Lollipop

Fenestrated Planes

Matriorb

Hoverboard

The Ring of Life

The Ring of Void

The Queen's Ring

The King's Scepter

Class Ability Components:


Large Firefly: Master gains +4 on Search checks

Jellightfish: Master gains a non-magical light spell that can be activated and deactivated at-will and lasts for as long as needed.

Sparks: Master is under the effects of endure elements


http://24.media.tumblr.com/587bb05ffc5cf73825f641cef4d58a90/tumblr_mla0vetiNi1s1iz5co1_500.gif
Invocations:

These are very powerful and meant to be so.

Dance of Thorns: Dark Invocation; 8th
This blast shape invocation allows you to invoke your eldritch blast as the dreaded dance of thorns. This causes tentacles of eldritch power to lash out and savage nearby targets at your willing. As a standard action, a dance of thorns manifests as a number of tentacles equal to 3/4 your warlock levels and allows you to make one touch attack with each of them. This is not a ray attack, rather it counts as a natural tentacle attack with a reach out to your eldritch blast range that deals your eldritch blast damage plus your strength modifier in bludgeoning and piercing damage in addition to any other damage types. You may use your charisma modifier in place of your strength score for attack and damage rolls when attacking with this invocation. However you must make a will save (DC 10+number of tentacles) each time you attack or suffer confusion for 5 rounds.

Grimdark Apotheosis: Dark Invocation; 9th
One with the powers of the dark ones beyond the vasts of space, you learn to channel their power into yourself. When you use this ability, you becomes a Grimdark version of yourself. The duration of this ability is 1 hour or until you are either killed or knocked unconscious, however you can choose to deactivate it earlier.
In this hateful form, you gain the following characteristics and traits.

Abilities: Your Wisdom score decreses by 6, but your Charisma score increases by 6.
Armor Class: You lose any natural armor or armor bonuses to Armor Class. You gain a +4 dodge bonus to AC, and a deflection bonus to AC equal to your Charisma modifier.
Movement: You gain a fly speed of 40 feet with perfect maneuverability.
You are not subject to critical hits or flanking, and you are immune to ability drain.
You are weak mind-affecting spells and abilities and any saves against them take a -10.
You count as an aberration in addition to your original types and take half again as much damage (+50%) from spells or effects that harm aberrations.
You cannot speak in any tongue, as your mouth only forms the words of the Old Ones, rendering you unable to cast spells with a verbal component.
Your alignment shifts to Chaotic Evil and you will gladly attack anything you perceive as a threat to either you or your masters.
You count as 4 levels higher for the purposes of determining Eldritch Blast damage.
If you use the dance of thorns invocation you manifest an additional tentacle for every two warlock class levels you have.
You take 3d8 nonlethal damage per round this is active


At the Price of Oblivion: Least Invocation; 3rd
You become immune to fear effects, gain a +2 to attack with your eldritch blast, a +20 feet untyped bonus to speed, heal nonlethal damage twice as fast, an untyped bonus to intimidate and will saves equal to half your warlock level, and gain the benefit of the Imperious Command feat even if you do not have it. If you already have the imperious command feat, the demoralized opponent stays shaken for 1d4 more rounds. This invocation lasts for 24 hours.


Earthsea Borealis: Lesser Invocation; 4th
This eldritch essence invocation allows you to change your eldritch blast into an earthsea borealis. An earthsea borealis deals damage that counts as half cold and half negative damage that does not heal undead. Upon being hit by an earthsea borealis, the target must make a will save or be confused for one round.

Vision Omnifold: Greater Invocation; 6th
When you use this invocation, you can activate great powers of vision, allowing you to see invisible creatures and objects (as see invisibility), vibrations in the air (Blindsight out to 30 ft.), all around you out to your normal limit (all around vision), and the ability to see through walls within 10 feet of you as long as those walls are thin enough for the sense to penetrate it fully, as well as darkvision out to 60 feet for a period of 24 hours.


Soon...

VoodooPaladin
2017-10-09, 11:15 PM
I don't know how much this is worth to you, but I'm a major Homestuck fan and I love what you're doing here!

enderlord99
2017-10-10, 12:25 AM
Heir and Lord are different classes. The fact that Lord is a "master class" makes it even weirder.

You might want to rename that ability.

Aniikinis
2017-10-10, 01:57 AM
I don't know how much this is worth to you, but I'm a major Homestuck fan and I love what you're doing here!
It's always nice to find another homestuck, if you have any nitpicks, please post them because I haven't read the comic in full in years and only recently got caught up after finding out it ended.


Heir and Lord are different classes. The fact that Lord is a "master class" makes it even weirder.
You might want to rename that ability.
To be honest I was thinking about changing the name of that ability to "Heir Transparent" and will do so now

Aniikinis
2017-12-21, 11:38 AM
This is gonna get long and might push the post out of space to continue in it.

God-Tier Pajamas
These strange outfits are said to be nigh-indestructible. When a normal person dons these outfits, they count as normal clothing but grant a +5 to AC, DR 5/Magic, and two bonuses based on the symbol/colour and style of the pajamas as detailed below.

However, if someone who has gone through the Rite of the God Tier, has a Divine Rank, or activates the outfit by placing it on a natural altar emblazoned with the symbol of the pajamas after doing a legendary action that reflects the symbol's meaning, it counts as normal clothing that grants a +10 to AC, a deflection bonus to AC equal to your charisma bonus, DR 10/Epic, a +4 Interent bonus to each of your stats, two powers and bonuses based on the symbol/colour and style of the pajamas as detailed below, and flight equal to twice your base land speed with great maneuverability

Class styles and bonuses:
Rogue (-): The hood of this pj is rounded like a sack and the cape is so small it can hardly be seen, and the shirt and pants are separated. The wearer gains a +2 (+5 if GT) untyped bonus to Move Silently checks. God Tier wearers gain the power Silence: Once per round you may make a feint attack and, if you succeed on the attack, you may choose to steal an item from the person if it can help anyone in your party.
Thief (+): The hood of this pj arcs up near the tip, the cape trails behind in two strands, and the shirt and pants are separated. The wearer gains a +2 (+5 if GT) untyped bonus to Sleight of Hand Checks. God Tier wearers gain the power Theft: Once per round you may make a feint attack and, if you succeed on the attack, you may choose to steal an item from the person if it can help you.
Heir (+): The hood of this pj is very long but otherwise it just looks like a normal pair of pj's with the shirt and pants separated. The wearer gains a +2 (+5 if GT) untyped bonus to Diplomacy Checks to influence others. God Tier wearers gain the power Foe: Once per round, you may designate an enemy, each round until you use this ability again, you and your allies gain a +1 to all rolls against the designated enemy.
Maid (-): The STYLE. The wearer gains a +2 (+5 if GT) untyped bonus to Balance Checks. God Tier wearers gain the power Friend: Once per round, you may designate an enemy, each round until you use this ability again, you and your allies gain a +1 to AC, saves, and opposed checks against the enemy's attacks and abilities.
Page (+): The STYLE. The wearer gains a +2 (+5 if GT) untyped bonus to Diplomacy Checks to inspire others. God Tier wearers gain the power Hero: Once per encounter, you may choose to make a single attack of yours an automatic critical, but only if you attack them before the initiative pass.
Knight (-): The STYLE. The wearer gains a +2 (+5 if GT) untyped bonus to Tumble Checks. God Tier wearers gain the power Strike: Once per encounter, you may choose to take a melee attack that is meant for a character within 20 feet. If you do, you may make an attack roll against the attack. If you roll is lower, you take the attack, but if your roll is higher, the attack is negated and you gain a free attack of opportunity against the attacker.
Seer (-): The STYLE. The wearer gains a +2 (+5 if GT) untyped bonus to Spot Checks. God Tier wearers gain the power Sight: Once per day, you may cast the spell Divination as a spell-like ability.
Mage (+): The STYLE. The wearer gains a +2 (+5 if GT) untyped bonus to Listen Checks. God Tier wearers gain the power Sense: Twice per day, you may cast the spell Arcane Sight as a spell-like ability.
Sylph (-): The STYLE. The wearer gains a +2 (+5 if GT) untyped bonus to Survival Checks. God Tier wearers gain the power Champion:
Witch (+): The STYLE. The wearer gains a +2 (+5 if GT) untyped bonus to Handle Animal Checks. God Tier wearers gain the power Manipulate:
Bard (-): The STYLE. The wearer gains a +2 (+5 if GT) untyped bonus to Perform Checks. God Tier wearers gain the power Devastate: Once per Adventure, you may make a single attack that negates all immunities, resistances, defences, and abilities of a single creature. This attack hits no matter what, but you must roll to see if you crit. If you do not crit, you still multiply your damage by your critical multiplier, but if you do crit, you multiply your damage by twice your critical multiplier. You are exhausted for a number of rounds equal to your character level after you use this ability.
Prince (+): The STYLE. The wearer gains a +2 (+5 if GT) untyped bonus to Intimidate Checks. God Tier wearers gain the power Chip Away: You may bypass an amount of one kind of DR that a certain creature has (Epic, Slashing, Bludgeoning, Magic, Good, etc.) equal to your HD. Changing type of DR or creature is a free action, but cannot be done more than once per round each.
Muse (-): The STYLE. The wearer gains a +2 (+5 if GT) untyped bonus to all Knowledge Checks. God Tier wearers gain the power Blessing: Once per day, you may give another character a bonus on any skill check equal to the bonus of your highest skill, as well as a bonus to AC, attack, damage, and saves equal to your character level.
Lord (+): The STYLE. The wearer gains a +2 (+5 if GT) untyped bonus to all Knowledge Checks. God Tier wearers gain the power Demiurge: Once per day, you may give yourself a bonus on any skill check equal to the bonus of your highest skill, as well as a bonus to AC, attack, damage, and saves equal to your character level.

Aspect symbols/colours and bonuses:
Time: The COLOURs. The wearer gains a +2 (+5 if GT) untyped bonus to SKILL Checks. God Tier wearers gain the power NAME:
Space: The COLOURs. The wearer gains a +2 (+5 if GT) untyped bonus to SKILL Checks. God Tier wearers gain the power NAME:
Void: The COLOURs. The wearer gains a +2 (+5 if GT) untyped bonus to SKILL Checks. God Tier wearers gain the power NAME:
Light: The COLOURs. The wearer gains a +2 (+5 if GT) untyped bonus to SKILL Checks. God Tier wearers gain the power NAME:
Mind: The COLOURs. The wearer gains a +2 (+5 if GT) untyped bonus to SKILL Checks. God Tier wearers gain the power NAME:
Heart: The COLOURs. The wearer gains a +2 (+5 if GT) untyped bonus to SKILL Checks. God Tier wearers gain the power NAME:
Rage: The COLOURs. The wearer gains a +2 (+5 if GT) untyped bonus to SKILL Checks. God Tier wearers gain the power NAME:
Hope: The COLOURs. The wearer gains a +2 (+5 if GT) untyped bonus to SKILL Checks. God Tier wearers gain the power NAME:
Doom: The COLOURs. The wearer gains a +2 (+5 if GT) untyped bonus to SKILL Checks. God Tier wearers gain the power NAME:
Life: The COLOURs. The wearer gains a +2 (+5 if GT) untyped bonus to SKILL Checks. God Tier wearers gain the power NAME:
Blood: The COLOURs. The wearer gains a +2 (+5 if GT) untyped bonus to SKILL Checks. God Tier wearers gain the power NAME:
Breath: The COLOURs. The wearer gains a +2 (+5 if GT) untyped bonus to SKILL Checks. God Tier wearers gain the power NAME:

(Not sure if I should add in classes and aspects from the Glitch FAQ...)

Aniikinis
2017-12-22, 12:53 PM
Aaaaaaaaaand grabbing another two for a way too complex Title system that I may or may not get finished in a timely manner.

Aniikinis
2017-12-22, 12:58 PM
See post above.