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    Default A Drill Is A Man's Romance! [Monsters and Subtype]

    -Gunman Subtype-


    Gunmen are advanced constructs used in battle, and are unique to other constructs in that they are capable of both construction and evolution.

    Gunman Traits
    A gunman possesses the following traits(unless otherwise noted in a creature's entry).
    • Immunity to electricity
    • Resistance to cold 10, fire 10
    • Master's Fighting Spirit (Ex): Gunmen are constructs that cannot be used without pilots, and their fighting ability is with their own physical might and their master's ability to fight. Because of this, a gunman always uses the higher of the HD, base attack bonus, base reflex save and mental ability scores of it's pilot, though it uses the lower of the gunman's and pilot's Dex scores for all purposes. Lastly, the gunman gains the full benefit of all the feats and skill ranks of the pilot(though using the actual gunman's physical ability scores except Concentration, and size modifiers). If a gunman has more than one character piloting it, it adds the highest abilities and so forth of the two, but does not add both to all totals. When piloting, the pilot of the gunman must spend each full round piloting the gunman to allow it to function.
    • Artifice Armor (Ex): The gunmen act as both suits of armor and as kinds of mounts to those who pilot them, granting the pilots both mobility and incredible protection. When inside a gunman, unless exposing the cockpits themselves, no one has line of effect or sight to the pilot, but the pilot can see everything the gunman does. This means that no one can attack the pilot of the gunman unless the pilot opens the cockpit, or an outside source forces it open. If the gunman is attacked and is brought to 0 hp, it becomes completely useless and the shell is broken, leaving the pilot completely exposed. However, it is not impossible to harm the pilots of gunmen, with a few specific rules as to how. If the gunman is attacked by a spell or effect that requires a Reflex save, if the gunman rolls a 1 on the saving throw, the gunman takes full damage and the pilot takes half that much damage. Additionally, if attacked with a melee weapon, and the attacker rolls a natural 20 on the attack roll, the gunman takes full damage and the pilot takes half of that damage. As a last detail, gunmen count as mounts for determining usability for the Twin Spirit martial discipline.
    • Spiral Energy (Su): Gunmen are constructs that can be powered by the sheer force of will and natural energy that comes with being a natural humanoid. If a gunman is piloted by any humanoid, it runs sufficiently without any other power source. Additionally, the pilot can, by taking 2 Cha damage allow the gunman a bonus to attack rolls, armor class, saving throws, ability checks and skill checks equal to their Cha modifier for one round, gives the additional effect of not causing natural 1's on attack rolls and saving throws to be automatic failures, and treats all natural 20's as automatic successes, even for things that do not naturally warrant it, such as skill checks. Cha damaged in this way is automatically restored at the end of the encounter. Other creatures can pilot gunmen(such as beastmen-I mean monstrous humanoids), but cannot use the spiral energy ability and must have a sufficient source of electricity to power the gunman.


    --

    Sidenote: Using Electricity to power Gunmen
    Though normal rules for electrically powered machinery is not part your typical D&D experience, many constructs are naturally powered by electricity in it's fundamental state, such as natural lightning or lightning from a spell. To power a gunman on electricity, a typical rule could be that for every 10 points of electricity damage a gunman would sustain it can be powered for 1 hour. It can only be powered for one hour from any one burst of electrical energy, even if it's more than 10 points of would-be damage. Ways to input electricity into the gunman could be from spells or even magical items that release electricity every so often on their own, or if activated, such as magical items that can be used to cast lightning bolt or even shocking grasp. However, if a DM decides other ways to power a gunman(electrically or not) they should have free reign.
    Last edited by Krimm_Blackleaf; 2009-02-28 at 01:05 PM.
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    Default Re: A Drill Is A Man's Romance! [Monsters and Subtype]

    Basic Gunmen




    Gargantuan Construct (Gunman)
    HD: 13d10+60 (131 hp)
    Initiative: +0
    Speed: 50 ft. (10 squares)
    Armor Class: 20 (-4 Size, +14 natural), touch 6, flat-footed 20
    Base Attack/Grapple: +9*/+36
    Attack: Masterwork greatclub +17 melee (4d8+16) or slam +16 melee (3d6+11)
    Full Attack: Masterwork greatclub +17/+12 melee (4d8+16) and slam +11 (3d6+5) or 2 slams +16 melee (3d6+11)
    Space/Reach: 20 ft./20 ft.
    Special Attacks: Spiral energy
    Special Qualities: Artifice armor, construct traits, darkvision 60 ft., DR 10/adamantine, immunity to electricity, low-light vision, *master's fighting spirit, resistance to cold 10, fire 10
    Saves: Fort +4, Ref +4*, Will +4
    Abilities: Str 33, Dex 10, Con --, Int --, Wis 10, Cha 1
    Skills: --
    Feats: --
    Environment: Any warm plains or void.
    Organization: Solitary, pair, trio or legion (4-several hundred thousand)
    Challenge Rating: Pilot CR+2 (Min. 8)
    Treasure: None
    Alignment: Usually neutral
    Advancement: 14-20 HD(Gargantuan)
    Level Adjustment: --

    This massive creature is an almost comical caricature of a monster. It's torso and head are one and the same, a body with stocky limbs and a very large face on the front of the torso. The face appears as a visage of some terrible monster, with great glowing yellow eyes, and long sharp teeth bent into a crooked smile. It carries a club in it's thick hand.

    Basic gunmen are constructs built in mass as the personal army of a madman, piloted by his willing servants and armies. Though they are the weakest of gunmen in general, they are effective in mass combat to swarm and choke enemies.
    Basic gunmen are anywhere between thirty and fifty feet tall and weigh hundred several tons.

    COMBAT
    Basic gunmen are primarily front line warriors used in mass against other gunmen, or solitarily against weaker things such as small adventuring groups or to assault and terrorize small villages. Most basic gunmen are equipped with masterwork melee weapons, but a rare few are equipped with more advanced ranged and melee weapons, such as chain swords or several kinds of advanced ranged weapons. As with all gunmen, the tactics for battle vary with the pilot.

    Artifice Armor (Ex): The gunmen act as both suits of armor and as kinds of mounts to those who pilot them, granting the pilots both mobility and incredible protection. When inside a gunman, unless exposing the cockpits themselves, no one has line of effect or sight to the pilot, but the pilot can see everything the gunman does. This means that no one can attack the pilot of the gunman unless the pilot opens the cockpit, or an outside source forces it open. If the gunman is attacked and is brought to 0 hp, it becomes completely useless and the shell is broken, leaving the pilot completely exposed. However, it is not impossible to harm the pilots of gunmen, with a few specific rules as to how. If the gunman is attacked by a spell or effect that requires a Reflex save, if the gunman rolls a 1 on the saving throw, the gunman takes full damage and the pilot takes half that much damage. Additionally, if attacked with a melee weapon, and the attacker rolls a natural 20 on the attack roll, the gunman takes full damage and the pilot takes half of that damage. As a last detail, gunmen count as mounts for determining usability for the Twin Spirit martial discipline.

    Master's Fighting Spirit (Ex): Gunmen are constructs that cannot be used without pilots, and their fighting ability is with their own physical might and their master's ability to fight. Because of this, a gunman always uses the higher of the HD, base attack bonus, base reflex save and mental ability scores of it's pilot, though it uses the lower of the gunman's and pilot's Dex scores for all purposes. Lastly, the gunman gains the full benefit of all the feats, maneuvers and skill ranks of the pilot(though using the actual gunman's physical ability scores except Concentration, and size modifiers). If a gunman has more than one character piloting it, it adds the highest abilities and so forth of the two, but does not add both to all totals. When piloting, the pilot of the gunman must spend each full round piloting the gunman to allow it to function.

    Spiral Energy (Su): Gunmen are constructs that can be powered by the sheer force of will and natural energy that comes with being a natural humanoid. If a gunman is piloted by any humanoid, it runs sufficiently without any other power source. Additionally, the pilot can, by taking 2 Cha damage allow the gunman a bonus to attack rolls, armor class, saving throws, ability checks and skill checks equal to their Cha modifier for one round, gives the additional effect of not causing natural 1's on attack rolls and saving throws to be automatic failures, and treats all natural 20's as automatic successes, even for things that do not naturally warrant it, such as skill checks. Cha damaged in this way is automatically restored at the end of the encounter. Other creatures can pilot gunmen(such as beastmen-I mean monstrous humanoids), but cannot use the spiral energy ability and must have a sufficient source of electricity to power the gunman.
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    Default Re: A Drill Is A Man's Romance! [Monsters and Subtype]

    Lagann

    Medium Construct (Gunman)
    HD: 5d10+30 (57 hp)
    Initiative: +4
    Speed: 30 ft. (6 squares), fly 60 ft. (good)
    Armor Class: 22 (+4 Dex, +8 natural), touch 14, flat-footed 18
    Base Attack/Grapple: +3*/+7
    Attack: Slam +7 melee (1d8+4) or drill +7 melee (1d6+4, x3)
    Full Attack: 2 slams +7 melee (1d8+4) and drill +2 melee (1d6+4, x3)
    Special Attacks: Gunman assimilation, spiral energy
    Special Qualities: Artifice armor, construct traits, darkvision 60 ft., DR 10/adamantine, immunity to electricity, low-light vision, *master's fighting spirit, resistance to cold 10, fire 10
    Saves: Fort +1, Ref +5*, Will +1
    Abilities: Str 19, Dex 18, Con --, Int --, Wis 10, Cha 1
    Skills: --
    Feats: --
    Environment: Any warm plains, underground or void
    Organization: Solitary
    Challenge Rating: Pilot CR+1 (Min. 3)
    Treasure: None
    Alignment: Usually neutral
    Advancement: --
    Level Adjustment: --

    This mechanical creature is unimposing at first, appearing as not but a man-sized human head of red metal plating with a pair of arms on it's sides, and a pair of legs underneath it. The top of it's head looks like a mechanical representation of a human brain which acts as a dome over the tiny place where a pilot sits. Suddenly drills sprout from it's hands and forehead, and the construct bares it's metal teeth.

    Lagann is a small gunman, which is most useful in two scenarios, one of which is combining with Gurren to create Gurren Lagann and the other is to assimilate enemy gunmen to make them useless to their enemies and ripe to be stolen by your allies.
    Lagann is roughly five feet tall and weighs 400 pounds.

    COMBAT
    Lagann, as a smaller, weaker gunman in comparison to the rest of the expamples in the world, is less capable in head on combat. Lagann deals best in a group of larger gunmen, where it can launch a sneak attack against an enemy construct or vehicle to assimilate it into the team to strike from the back at their enemies. This also allows the Lagann to make the enemy cease functioning so his allies can pry open the cockpit and permanently assimilate the enemy gunman. As with all gunmen, the tactics for battle vary with the pilot.

    Artifice Armor (Ex): Lagann acts as both a suit of armor and as a kind of mount to those who pilot it, granting the pilots both mobility and incredible protection. When inside Lagann, unless exposing the cockpits themselves, no one has line of effect or sight to the pilot, but the pilot can see everything Lagann does. This means that no one can attack the pilot of Lagann unless the pilot opens the cockpit, or an outside source forces it open. If Lagann is attacked and is brought to 0 hp, it becomes completely useless and the shell is broken, leaving the pilot completely exposed. However, it is not impossible to harm the pilots of Lagann, with a few specific rules as to how. If Lagann is attacked by a spell or effect that requires a Reflex save, if Lagann rolls a 1 on the saving throw, it takes full damage and the pilot takes half that much damage. Additionally, if attacked with a melee weapon, and the attacker rolls a natural 20 on the attack roll, Lagann takes full damage and the pilot takes half of that damage. As a last detail, Lagann count as mounts for determining usability for the Twin Spirit martial discipline.

    Gunman Assimilation (Su): Lagann has the unique ability to drill into an enemy or even allied gunman and combine the two under Lagann's pilot's control. Whenever Lagann attacks any construct or vehicle of at least huge size and hits, it may instead turn a standard single attack into a full-round action, in which case the pilot must use it's spiral energy ability to use this one. The victim then must make a Will save (DC 10+half Lagann's current HD+Pilot's Cha modifier). If they fail, the pilot of Lagann effectively controls the construct or vehicle unless the pilot makes another Will save the next round, and can do so each round to regain control.

    Master's Fighting Spirit (Ex): Gunmen are constructs that cannot be used without pilots, and their fighting ability is with their own physical might and their master's ability to fight. Because of this, Lagann always uses the higher of the HD, base attack bonus, base reflex save and mental ability scores of it's pilot, though it uses the lower of Lagann's and pilot's Dex scores for all purposes. Lastly, Lagann gains the full benefit of all the feats, maneuvers and skill ranks of the pilot(though using the actual gunman's physical ability scores except Concentration, and size modifiers). If Lagann has more than one character piloting it, it adds the highest abilities and so forth of the two, but does not add both to all totals. When piloting, the pilot of Lagann must spend each full round piloting Lagann to allow it to function.

    Spiral Energy (Su): If a Lagann is piloted by any humanoid, it runs sufficiently without any other power source. Additionally, the pilot can, by taking 2 Cha damage allow Lagann a bonus to attack rolls, armor class, saving throws, ability checks and skill checks equal to their Cha modifier for one round, gives the additional effect of not causing natural 1's on attack rolls and saving throws to be automatic failures, and treats all natural 20's as automatic successes, even for things that do not naturally warrant it, such as skill checks. Cha damaged in this way is automatically restored at the end of the encounter. Other creatures can pilot Lagann(such as beastmen-I mean monstrous humanoids), but cannot use the spiral energy ability and must have a sufficient source of electricity to power Lagann.
    Last edited by Krimm_Blackleaf; 2009-02-28 at 01:11 PM.
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    Default Re: A Drill Is A Man's Romance! [Monsters and Subtype]

    Gurren Lagann


    Gargantuan Construct (Gunman)
    HD: 20d10+60 (170 hp)
    Initiative: +3
    Speed: 60 ft. (12 squares), fly 100 ft. (good)
    Armor Class: 36 (+3 Dex, -4 Size, +27 Natural), touch 9, flat-footed 33
    Base Attack/Grapple: +15*/+48
    Attack: Slam +32 melee (4d6+31) or drill +32 melee (8d6+31, x3) or glass blade +14 ranged (3d6+21, 19-20)
    Full Attack: 2 slams +32 melee (4d6+31) or drill +32 melee (8d6+31, x3)
    Space/Reach: 20 ft./20 ft.
    Special Attacks: Drill armor, powerful slam, spiral energy
    Special Qualities: Artifice armor, construct traits, darkvision 60 ft., DR 15/adamantine, immunity to electricity, low-light vision, *master's fighting spirit, resistance to cold 10, fire 10
    Saves: Fort +6, Ref +9*, Will +6
    Abilities: Str 53, Dex 17, Con -, Int -, Wis 10, Cha 1
    Skills: --
    Feats: Power Attackb
    Environment: Warm plains or any void
    Organization: Solitary, or brigade (Gurren Lagann and 3-20 other gunmen)
    Challenge Rating: Pilot CR+4 (Min. 15)
    Treasure: None
    Alignment: Usually neutral
    Advancement: --
    Level Adjustment: --

    Standing here in all it's might is a glorious red and black titan of steel and adamant. It's body is covered in thick plating, most of which is colored red with some in black. Upon it's chest appears a massive face with a bestial smile and a massive pair of bladed glasses over the eyes on it's chest. On it's head is a pair of golden horns that almost form a circle upon it's forehead.

    Gurren Lagann is the epitome of all gunmen, as a gunman capable of using two pilots to great effect, having two places to hold a pilot unlike most other gunmen. Gurren Lagann is seen as a symbol of hope to many commoners as it is a representation of the freedom of the down-trodden in the face of tyranny and death.
    Gurren Lagann is in fact, the combination of Gurren, a 15 HD advanced basic gunman, and Lagann(see below). Gurren Lagann stands about fifty feet tall and weighs several hundred tons.

    COMBAT
    Gurren Lagann is often used in combat by firing forward with full force at the enemies, using a combination of powerful slams and drill-attacks to cripple enemy forces. Gurren Lagann, like all gunmen, is also best used by someone with combat experience, such as warblades, crusaders, fighters and some cases even rogues. As with all gunmen, the tactics for battle vary with the pilot.
    Gurren Lagann carries a unique, transparent metal blade that appears as black glass. It has a range increment of 100 feet and is a ranged exotic weapon that Gurren Lagann is proficient with. This weapon is something Gurren also carries.

    Artifice Armor (Ex): Gurren Lagann acts as both a suit of armor and as a kind of mount to those who pilot it, granting the pilots both mobility and incredible protection. When inside Gurren Lagann, unless exposing the cockpits themselves, no one has line of effect or sight to the pilot, but the pilot can see everything Gurren Lagann does. This means that no one can attack the pilot of Gurren Lagann unless the pilot opens the cockpit, or an outside source forces it open. If Gurren Lagann is attacked and is brought to 0 hp, it becomes completely useless and the shell is broken, leaving the pilot completely exposed. However, it is not impossible to harm the pilots of Gurren Lagann, with a few specific rules as to how. If Gurren Lagann is attacked by a spell or effect that requires a Reflex save, if the gunman rolls a 1 on the saving throw, Gurren Lagann takes full damage and the pilot takes half that much damage. Additionally, if attacked with a melee weapon, and the attacker rolls a natural 20 on the attack roll, the gunman takes full damage and the pilot takes half of that damage. As a last detail, Gurren Lagann count as mounts for determining usability for the Twin Spirit martial discipline.

    Drill Armor (Ex): Gurren Lagann is capable of summoning forth short drills from many places on it's body. As a standard action, these drills sprout out, and attack all creatures within the reach of the Gurren Lagann as with a drill attack. Additionally, until the pilot of Gurren Lagann retracts the drills, it is considered to have spiked armor, even though it is not wearing armor. Gurren Lagann can only use this ability when piloted by a humanoid.

    Master's Fighting Spirit (Ex): Gunmen are constructs that cannot be used without pilots, and their fighting ability is with their own physical might and their master's ability to fight. Because of this, Gurren Lagann always uses the higher of the HD, base attack bonus, base reflex save and mental ability scores of it's pilot, though it uses the lower of Gurren Lagann's and pilot's Dex scores for all purposes. Lastly, Gurren Lagann gains the full benefit of all the feats, maneuvers and skill ranks of the pilot(though using the actual gunman's physical ability scores except Concentration, and size modifiers). If a gunman has more than one character piloting it, it adds the highest abilities and so forth of the two, but does not add both to all totals. When piloting, the pilot of the gunman must spend each full round piloting the gunman to allow it to function.

    Powerful Slam (Ex): Gurren Lagann's slam and drill attacks are treated as if they were two-handed weapons for purposes of applying modifiers to extra damage on hits, and damage from Power Attack.

    Spiral Energy (Su): If a Gurren Lagann is piloted by any humanoid, it runs sufficiently without any other power source. Additionally, the pilot can, by taking 2 Cha damage allow Gurren Lagann a bonus to attack rolls, armor class, saving throws, ability checks and skill checks equal to their Cha modifier for one round, gives the additional effect of not causing natural 1's on attack rolls and saving throws to be automatic failures, and treats all natural 20's as automatic successes, even for things that do not naturally warrant it, such as skill checks. Cha damaged in this way is automatically restored at the end of the encounter. Other creatures can pilot Gurren Lagann(such as beastmen-I mean monstrous humanoids), but cannot use the spiral energy ability and must have a sufficient source of electricity to power Gurren Lagann.
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    Default Re: A Drill Is A Man's Romance! [Monsters and Subtype]

    Lazengann

    Gargantuan Construct (Gunman)
    HD: 20d10+60 (170 hp)
    Initiative: +7
    Speed: 60 ft. (12 squares)
    Armor Class: 40 (+7 Dex, -4 Size, +27 natural), touch 13, flat-footed 33
    Base Attack/Grapple: +15*/+48
    Attack: Slam +32 (4d6+21) or drill +27 (2d6+10, x3)
    Full Attack: 2 slams +32 (4d6+21) and 5 drills +22 (2d6+10, x3)
    Space/Reach: 20 ft./20 ft.(60 ft. with drills)
    Special Attacks: Drill pin, drill ravage, spiral energy
    Special Qualities: Artifice armor, construct traits, darkvision 60 ft., DR 15/magic and adamantine, immunity to electricity, low-light vision, *master's fighting spirit, resistance to cold 10, fire 10, spiral swiftness
    Saves: Fort +6, Ref +13*, Will +6
    Abilities: Str 53, Dex 25, Con -, Int -, Wis 10, Cha 1
    Skills: --
    Feats: Improved Initiativeb, Power Attackb
    Environment: Warm plains or any void
    Organization: Solitary
    Challenge Rating: Pilot CR+6 (Min. 17)
    Treasure: None
    Alignment: Usually neutral
    Advancement: --
    Level Adjustment: --

    This titanic construct appears as a huge, black-plated humanoid with several red-rimmed holes placed all over it's body. It's face is solemn and calm, though likely just emotionless. Upon it's forehead is a curved horn just above it's yellow eyes, and from it's backside is a long, curved tail. On it's chest appear to be two large yellow eyes and a metal plate that might be covering mouth.

    Lazengann is a terrifying mechanical warrior's tool, and a symbol of fear to all who face it directly. Though most gunmen are clunky and bulky, lazengann is quite articulated and agile, built much like a muscular human. It is said that of it's kind, Lazengann is the greatest gunman.
    Lazengann stands about fifty feet tall and weighs several hundred tons.

    COMBAT
    Lazengann, like most gunmen is best used in head-to-head combat, using it's speed and strength to overpower foes. Additionally, if it so chooses it can pin foes with it's massive drills from afar to keep them immobile if it should have multiple foes it must face at once. As with all gunmen, the tactics for battle vary with the pilot.

    Artifice Armor (Ex): Lazengann acts as both a suit of armor and as a kind of mount to those who pilot it, granting the pilots both mobility and incredible protection. When inside Lazengann, unless exposing the cockpits themselves, no one has line of effect or sight to the pilot, but the pilot can see everything Lazengann does. This means that no one can attack the pilot of Lazengann unless the pilot opens the cockpit, or an outside source forces it open. If Lazengann is attacked and is brought to 0 hp, it becomes completely useless and the shell is broken, leaving the pilot completely exposed. However, it is not impossible to harm the pilots of Lazengann, with a few specific rules as to how. If Lazengann is attacked by a spell or effect that requires a Reflex save, if Lazengann rolls a 1 on the saving throw, it takes full damage and the pilot takes half that much damage. Additionally, if attacked with a melee weapon, and the attacker rolls a natural 20 on the attack roll, Lazengann takes full damage and the pilot takes half of that damage. As a last detail, Lazengann count as mounts for determining usability for the Twin Spirit martial discipline.

    Drill Pin (Ex): Lazengann is capable of launching his spear-like drills into a foe and hopefully pin him to their location. If Lazengann hits a single foe with all five drill attacks, and if each drill deals damage, Lazengann can immediately attempt a grapple without provoking attacks of opportunity. Additionally, Lazengann can maintain this grapple and pin the next round without being considered grappled, but he cannot move to a point where his drills would not reach the victim.

    Drill Ravage (Su): Lazengann has a unique attack, capable of assaulting many foes at once with it's powerful drills. By using the spiral energy ability as a full-round action, in additional to all the normal benefits it gains, Lazengann is capable of attacking all foes with a drill attack within 60 feet that it has line of effect with. Foes are considered flat-footed against this attack unless they have the improved uncanny dodge ability or more HD or class levels than Lazengann's pilot.

    Master's Fighting Spirit (Ex): Lazengann is a construct that cannot be used without a pilot, and their fighting ability is with it's own physical might and it's master's ability to fight. Because of this, Lazengann always uses the higher of the HD base attack bonus, base reflex save and mental ability scores of it's pilot, though it uses the lower of Lazengann's and pilot's Dex scores for all purposes. Lastly, Lazengann gains the full benefit of all the feats, maneuvers and skill ranks of the pilot(though using Lazengann's physical ability scores except Concentration, and size modifiers). If a gunman has more than one character piloting it, it adds the highest abilities and so forth of the two, but does not add both to all totals. When piloting, the pilot of Lazengann must spend each full round piloting Lazengann to allow it to function.

    Spiral Energy (Su): If a Lazengann is piloted by any humanoid, it runs sufficiently without any other power source. Additionally, the pilot can, by taking 2 Cha damage allow Lazengann a bonus to attack rolls, armor class, saving throws, ability checks and skill checks equal to their Cha modifier for one round, gives the additional effect of not causing natural 1's on attack rolls and saving throws to be automatic failures, and treats all natural 20's as automatic successes, even for things that do not naturally warrant it, such as skill checks. Cha damaged in this way is automatically restored at the end of the encounter. Other creatures can pilot Lazengann(such as beastmen-I mean monstrous humanoids), but cannot use the spiral energy ability and must have a sufficient source of electricity to power Lazengann.

    Spiral Swiftness (Su): Lazengann is a powerful force capable of incredible, supernatural swiftness. Whenever Lazengann uses his spiral energy ability, he is treated as hasted for 5 rounds, in addition to the normal benefits. Though Lazengann can use his spiral energy every round, he cannot gain the benefits of the spiral swiftness until 5 rounds have passed.
    Last edited by Krimm_Blackleaf; 2009-02-28 at 01:13 PM.
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    Default Re: A Drill Is A Man's Romance! [Monsters and Subtype]

    Blazing Spirit [General]
    Despite your lack of real humanity, or parahumanity you are capable of using spiral energy as though you were.
    Prerequisites: Cha 15, any living, corporeal creature
    Benefits: You are considered a humanoid when determining all the effects of how you interact with gunmen, such as with the spiral energy ability or the ability to use a gunman without electricity.

    Craft Gunman [Item Creation]
    You are capable of transforming your own, normal constructs into pilotable gunmen.
    Prerequisites: Blazing Spirit or humanoid type, Craft Construct
    Benefits: By spending 150% of the normal cost in gp and XP of the construct crafted, you may grant it all the benefits of the gunman subtype. Additionally, creatures created using this feat with spell immunity have that ability replaced with spell resistance 11+their HD+pilot's Cha modifier.
    Last edited by Krimm_Blackleaf; 2009-03-15 at 01:12 AM.
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    Default Re: A Drill Is A Man's Romance! [Monsters and Subtype]

    So a level 1 one character in one of there is only as dangerous as a C.R. 2-5 Monster?
    Hey. Do you want to help make a game?

    Due to real life issues, I have been gon without warning for a while. I seem to be back now until further notice.

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    Quote Originally Posted by Llama231 View Post
    So a level 1 one character in one of there is only as dangerous as a C.R. 2-5 Monster?
    With a very bad DM.
    I have that altered.
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    This made me very happy.

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    Default Re: A Drill Is A Man's Romance! [Monsters and Subtype]

    Gundums, you built Gundums. [/incredulous awe]
    Quote Originally Posted by ToySoldierCPlus View Post
    Now you're attempting to model physics when arguing your case for armor made by a guy who explicitly tells the laws of physics to sit down and shut up whenever he starts tinkering stacking with regular armor. Stop that.
    Miny city!
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    Default Re: A Drill Is A Man's Romance! [Monsters and Subtype]

    Quote Originally Posted by kopout View Post
    Gundums, you built Gundums. [/incredulous awe]
    Gunmen, actually. They're just mecha that can be powered and umphed by sheer manliness.
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    Default Re: A Drill Is A Man's Romance! [Monsters and Subtype]

    Now the question is: How does a PC go about obtaining these guys? Aside from crafting them of course.
    What would the cost be to commission a well-meaning artificer into making your own Lagann?

    I'm so glad you made these when you did. Now we've solved the problem of our DM not knowing what creatures to throw at us in our upcoming near-epic campaign

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    Default Re: A Drill Is A Man's Romance! [Monsters and Subtype]

    Quote Originally Posted by Pramxnim View Post
    Now the question is: How does a PC go about obtaining these guys? Aside from crafting them of course.
    What would the cost be to commission a well-meaning artificer into making your own Lagann?

    I'm so glad you made these when you did. Now we've solved the problem of our DM not knowing what creatures to throw at us in our upcoming near-epic campaign
    Didn't you watch the show? Steal them!
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    Default Re: A Drill Is A Man's Romance! [Monsters and Subtype]

    THANK YOU!!!

    this is epic! I just finished watching this series a little while ago, and this is 1) a great representation, and 2) EPIX!! =D once again, thank you...(they are now officially a part of the setting I'm building)

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    Default Re: A Drill Is A Man's Romance! [Monsters and Subtype]

    That's exactly the answer I was looking for!
    Now to go loot them ganmen!
    But what about special types like the Lagann? Plothook?

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    Nice, I'll probably use these.
    Last edited by Vic_Sage; 2009-02-27 at 08:20 PM.

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    Quote Originally Posted by Pramxnim View Post
    That's exactly the answer I was looking for!
    Now to go loot them ganmen!
    But what about special types like the Lagann? Plothook?
    Exactly.

    Magic artifact? World-changing construct? I found it in a hole.
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    Quote Originally Posted by kopout View Post
    Gundums, you built Gundums. [/incredulous awe]
    Lies! Gundams are small enough to exist inside the universe. The full size Gurren Lagaan uses the Universe as a thrown weapon.

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    Default Re: A Drill Is A Man's Romance! [Monsters and Subtype]

    Yes. A thousand times, yes.

    And we already have all the class homebrews we need to fashion Kamina/Simon.

    Let the D&D Guren Lagann games begin.

    On the nitpicky side - it is odd that the Gunmen and pilot add HDs. It sort of makes sense as the pilot bringing his experience to the table, but sort of not.
    People seemed to like this better, but only marginally so - the way one might prefer to be stabbed than shot. Optimally, one isn't stabbed or shot. Optimally, one eats some cake! But there are times when cake is not available, and instead we are destroyed. This is the deep poetry of the universe. -- Tycho Brahe

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    Default Re: A Drill Is A Man's Romance! [Monsters and Subtype]

    Nice. I haven't watched the show (maybe it got better after the first episode, but I was not impressed), but now I must consider gunman forms of all dnd constructs. Gunman Flesh Goelm (eew), Gunman (mineral) Golem (nice), Gunman Slaughterstone Evicerator (!), Gunman (draconomicon) Golem (!!), Gunman Effigies (lower level !), Gunman (medium size or smaller construct) (small creatures using mecha against humans? awesome), Gunman Dread Guard (basic power suit), Gunman Shield Guardian (crazy expensive but you get fast healing 5 and can take half yourself if you need to), *deep breath*

    I'm therefore quite interested in how you determined the pricing and CRing of them. Did you just pick a number that sounded nice, or have you considered the mechanical benefits? Losing the extra actions of a separate creature is a big hit, but remember that unless specifically stated, anything with a price is assumed buyable, so it wouldn't be limited to just casters (and even if it were, no reason the fighter couldn't pay the artificer to build it for him). It seems likely that lower priced Gunmen, such as a Gunman Dread Guard or a Gunman Effigy Giant Eagle, wouldn't be much more powerful than what you could get wit the money (magic armor/enhancement bonuses and movement abilities), but at higher levels I'm not sure. The extra HD give a ton more hp at the cost of a relatively static AC, but since miss chances are more important at higher levels the extra hp buffer is more useful, and it goes up with level as well. And since a construct can wear items as easily as a character, you can equip your usual gear on it (including armor: character inside animated armor inside normal armor...), if you have a cheap one, or you can use it as an extra life, since you'll keep fighting when it's gone. It might work okay if all your money's tied up in the mech, but I'm not sure. Finally, golem magic immunity could be a serious problem. With a fighters feats to back up it's hp and str (and with the increased HD, probably massive BAB), that could get nasty fast.

    You've got a nice compromise on making the construct powerful in it's own right, and limiting it to your own dex it a good idea I hadn't thought of. Another question though: what exactly do you mean by full round? It'd probably be best to say "can take no other actions", but it would be nice to allow stuff like quickened spells while piloting. What type of action is it to open/close the hatch (spellcaster stops piloting to open hatch, cast spell, and close hatch, since he can't cast through the Gunman) Since you're allowing feats, I assume you would also mean to allow other character abilities like martial maneuvers, but the description doesn't support that at the moment. I like having natural 1 saves and natural 20 attacks deal some blowthrough damage, and also that you limited it to half.

    Finally, weather or not it's balanced, the idea of suddenly taking any sort of construct and making it a pilotable machine makes for some odd ideas. An effigy roc or whale is too expensive to really consider, but making a giant fighter jet/submarine is still awesome. The standard cost of some sort of airship is usually 200,000gp, though Arms and Equipment Guide drops as low as 45k for a dirigible, and if you monkey around with animate objects and wings of flying you could make it to 32k. An effigy creature with flight is probably gonna be at least 15k, but that means you can get at least a one man fighter for less than 30k, nifty.
    Last edited by Fizban; 2009-02-28 at 01:21 AM.
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    Quote Originally Posted by Fizban View Post
    Nice. I haven't watched the show (maybe it got better after the first episode, but I was not impressed), but now I must consider gunman forms of all dnd constructs. Gunman Flesh Goelm (eew), Gunman (mineral) Golem (nice), Gunman Slaughterstone Evicerator (!), Gunman (draconomicon) Golem (!!), Gunman Effigies (lower level !), Gunman (medium size or smaller construct) (small creatures using mecha against humans? awesome), Gunman Dread Guard (basic power suit), Gunman Shield Guardian (crazy expensive but you get fast healing 5 and can take half yourself if you need to), *deep breath*

    I'm therefore quite interested in how you determined the pricing and CRing of them. Did you just pick a number that sounded nice, or have you considered the mechanical benefits? Losing the extra actions of a separate creature is a big hit, but remember that unless specifically stated, anything with a price is assumed buyable, so it wouldn't be limited to just casters (and even if it were, no reason the fighter couldn't pay the artificer to build it for him). It seems likely that lower priced Gunmen, such as a Gunman Dread Guard or a Gunman Effigy Giant Eagle, wouldn't be much more powerful than what you could get wit the money (magic armor/enhancement bonuses and movement abilities), but at higher levels I'm not sure. The extra HD give a ton more hp at the cost of a relatively static AC, but since miss chances are more important at higher levels the extra hp buffer is more useful, and it goes up with level as well. And since a construct can wear items as easily as a character, you can equip your usual gear on it (including armor: character inside animated armor inside normal armor...), if you have a cheap one, or you can use it as an extra life, since you'll keep fighting when it's gone. It might work okay if all your money's tied up in the mech, but I'm not sure. Finally, golem magic immunity could be a serious problem. With a fighters feats to back up it's hp and str (and with the increased HD, probably massive BAB), that could get nasty fast.

    You've got a nice compromise on making the construct powerful in it's own right, and limiting it to your own dex it a good idea I hadn't thought of. Another question though: what exactly do you mean by full round? It'd probably be best to say "can take no other actions", but it would be nice to allow stuff like quickened spells while piloting. What type of action is it to open/close the hatch (spellcaster stops piloting to open hatch, cast spell, and close hatch, since he can't cast through the Gunman) Since you're allowing feats, I assume you would also mean to allow other character abilities like martial maneuvers, but the description doesn't support that at the moment. I like having natural 1 saves and natural 20 attacks deal some blowthrough damage, and also that you limited it to half.

    Finally, weather or not it's balanced, the idea of suddenly taking any sort of construct and making it a pilotable machine makes for some odd ideas. An effigy roc or whale is too expensive to really consider, but making a giant fighter jet/submarine is still awesome. The standard cost of some sort of airship is usually 200,000gp, though Arms and Equipment Guide drops as low as 45k for a dirigible, and if you monkey around with animate objects and wings of flying you could make it to 32k. An effigy creature with flight is probably gonna be at least 15k, but that means you can get at least a one man fighter for less than 30k, nifty.
    It gets better on a level that is unimaginable and just keeps going in that direction, full throttle. Trust me.

    Basically what I did with CR was what I thought it would be with an additional creature on the team, and the amount the CR would be increased. I hadn't thought about the minimal CR until the first comment, and I altered it to make it a little more balanced.
    I also hadn't intended them to be buyable like your normal golem, at least not these. The gunmen presented here were intended to be left around to be found, like artifacts, and thus up to the DM what the PC's have access to. With the crafted gunmen using the feat, it was a little easier because they already had a set price and you knew their abilities a little better to compare to their prices(the 150% cost was kinda just a ballpark estimation of what would be fair).
    Basically, I wanted them to take a full round action each round to take up their time so only the gunman could function as a representation of them piloting(obviously). This would mean if you stopped to take an action, the gunman would cease to function, so you could open the cockpit as a move action and a standard action to cast a spell. You could, however, cast a spell on the gunman from within it, since they're not immune to magic(unless they are).
    Suddenly I'm being interrupted, I'll get back to this when I'm not so distracted, and any other questions/comments that need a reply.
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    I didn't figure the show based ones would be for sale. That CR calculation is actually a pretty good idea. Now that I think about it, the extra life use of a cheap Gunman wouldn't be so bad if you compared it to a contingent heal spell, so I'm going to take that one back. However, the magic immunity could still be problematic by itself, and the thing that really pushes them over is the ability to use their own attack bonus. Constructs usually gain HD much, much faster than PCs, so an up to date Gunman will probably have at least as many HD as them. Add in the extra HD from fighting spirit, and you have x2 HD with 3/4 BAB, giving you 50% more BAB than the fighter, in a body with extra strength, any magic items that will fit on it, and possibly magic immunity.


    Not criticizing your work, 150% normal price is probably a good range if the players aren't trying to optimize the heck out of it. But it's always there. As for myself, I like the powersuit, riding chest of drawers, and familiar piloting construct X. Most of the other nifty constructs are either already intelligent, work better adding their actions to yours, or are specialized for tasks that make them less useful when piloted (though I really like the reversed utility of a Gunman Shield Guardian's Shield Other, too bad the Shield Guardian is so overpriced to begin with). And the exorbiant cost of putting the fighter inside an Ironwyrm Golem would be worth it just to watch the man in the mechanized dragon tear everything to pieces. The only golem more powerful outside the epic level handbook is the Hellfire, and that's just cheating.
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    Default Re: A Drill Is A Man's Romance! [Monsters and Subtype]

    Hmm. I'll probably end up making it so you use the better of the HD of the pilot or the gunman. When the HD goes beyond 20 it does begin to become a little ridiculous. I'll probably also specify that constructs with magic immunity made with Craft Gunman replace it with a certain level of spell resistance or something.
    Edit: I also gave gunmen access to their pilot's maneuvers.
    Last edited by Krimm_Blackleaf; 2009-02-28 at 01:15 PM.
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    Default Re: A Drill Is A Man's Romance! [Monsters and Subtype]

    Heh, awesome, Now I want to run a gurren lagann game.

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    Quote Originally Posted by Krimm_Blackleaf View Post
    Hmm. I'll probably end up making it so you use the better of the HD of the pilot or the gunman. When the HD goes beyond 20 it does begin to become a little ridiculous. I'll probably also specify that constructs with magic immunity made with Craft Gunman replace it with a certain level of spell resistance or something.
    Edit: I also gave gunmen access to their pilot's maneuvers.
    I think that will cover most abuse, yes. Now when I'm making hypothetical artificers I'll have to choose between robot minions or giant mecha. Thank you so much.
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    Quote Originally Posted by Fizban View Post
    I think that will cover most abuse, yes. Now when I'm making hypothetical artificers I'll have to choose between robot minions or giant mecha. Thank you so much.
    You're very welcome.
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    I'm not worthy to read this awesomeness. Their is no smilie that can express my gratitude. Thank you.
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    Quote Originally Posted by Fred Rogers
    "When I say it's you I like, I'm talking about that part of you that knows that life is far more than anything you can ever see or hear or touch. That deep part of you that allows you to stand for those things without which humankind cannot survive. Love that conquers hate, peace that rises triumphant over war, and justice that proves more powerful than greed."
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    Quote Originally Posted by Saint Nil View Post
    I'm not worthy to read this awesomeness. Their is no smilie that can express my gratitude. Thank you.
    Your firstborn will suffice.
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    Quote Originally Posted by Krimm_Blackleaf View Post
    Your firstborn will suffice.
    I think I'd be willing to accept a 50% share of any first born and/or innocent maidens you may receive in exchange for my creation of the Abyssal epic destinies.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

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    Quote Originally Posted by The Demented One View Post
    I think I'd be willing to accept a 50% share of any first born and/or innocent maidens you may receive in exchange for my creation of the Abyssal epic destinies.
    ...Dammit, alright. You're just lucky I'm almost swimming in babies and virgins.
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