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2008-10-21, 08:55 AM (ISO 8601)
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Re: ABR Disscusion thread XII: Not to be confused with important stuff
@Whoever made the order of the names in the wiki: the Æ in æli/æla is after Z (in Denmark) fix it. and TnD, Mr would never just go back to the plot-goblins (but the one that shrank him would take him go there).
Last edited by Mina Kobold; 2008-10-21 at 08:57 AM.
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2008-10-21, 09:41 AM (ISO 8601)
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Re: ABR Disscusion thread XII: Not to be confused with important stuff
Last edited by Threeshades; 2008-10-21 at 09:48 AM.
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2008-10-21, 09:55 AM (ISO 8601)
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2008-10-21, 10:43 AM (ISO 8601)
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Re: ABR Disscusion thread XII: Not to be confused with important stuff
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2008-10-21, 10:49 AM (ISO 8601)
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Re: ABR Disscusion thread XII: Not to be confused with important stuff
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2008-10-21, 10:51 AM (ISO 8601)
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Re: ABR Disscusion thread XII: Not to be confused with important stuff
Actually, I think that particular letter is greek. Don't quote me on that though, I just think I heard that somewhere.
Actually, it's Latin
Edit: Though apparently the danish and norwegians use it too...hmm...Last edited by BRC; 2008-10-21 at 10:54 AM.
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2008-10-21, 10:59 AM (ISO 8601)
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2008-10-21, 11:05 AM (ISO 8601)
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2008-10-21, 11:10 AM (ISO 8601)
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Re: ABR Disscusion thread XII: Not to be confused with important stuff
enter the tags
[ table] and [ /table] (without the spaces)
to mark start and end.
If you want a head line then enter {table=head] as the opening tag. Your table lines are separated by changing the line simply with the enter key while the cells are separated by a "|"
So if you want to have for example this table
{table=head]Ability|Score|Modifier
STR|10|0
DEX|14|+2
CON|15|+2
INT|18|+4
WIS|10|0
CHA|8|-1[/table]
Enter the following:
[ table=head]Ability|Score|Modifier
STR|10|0
DEX|14|+2
CON|15|+2
INT|18|+4
WIS|10|0
CHA|8|-1[ /table]Last edited by Threeshades; 2008-10-21 at 11:12 AM.
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2008-10-21, 12:04 PM (ISO 8601)
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Re: ABR Disscusion thread XII: Not to be confused with important stuff
Speaking of tables, I updated the rules for plotgoblins and the plot guard class:
Plotgoblin
Small humanoid (goblinoid)
- +2 Intelligence, +2 Wisdom, -2 Strength; plotgoblins need great awareness and wit to keep track of The Plot, and find solutions for disturbances, they have to neglect their physical strength though.
- Small: As Small creatures, a plotgoblin gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character
- Plotgoblin base land speed is 30 feet.
- Darkvision 60 ft.
- +2 racial bonus to diplomacy, and sense motive checks
- Powerful build: In many situations plotgoblins have to resort to physical violence, which is why they have been blessed by plot with an unusually powerful build for their size. Whenever a plotgoblin is subject to a size modifier or special modifier for an opposed check (such as during grapple check, bull rush attempts and trip attempts), the plotgoblin is treated as one size larger if doing advantageous to him. A plotgoblin can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities and spells that change the subjects size category.
- Weapon proficiencies: Plotgoblins are proficient with morning stars and clipboards
- Automatic Languages: Common, Goblin. Bonus Languages: Any (even secret languages, such as Druidic).
- Favored Class: Plot guard. A multiclass plotgoblin’s plot guard class does not count when determining whether he takes an experience point penalty.
Plot Guard:
Alignment: Lawful Neutral
Hit Die: d12
Class Skills
The plot guard’s class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Concentration (Con), Decipher Script (Int), Diplomacy (Cha) Disable Device (Int), Forgery (Int), Gather Information (Cha) Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (local) (Int), Knowledge (history) (Int), Knowledge (geography) (Int), Knowledge (plot) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Spellcraft (Int), Swim (Str), and Use Rope (Dex).
Skill Points at 1st level
(6+ Int modifier) x4
Skill Points at each additional level
6+ Int modifier
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1 |+1 |+0 |+0 |+2 |Improved Grapple, wild empathy, Track
2 |+2 |+0 |+0 |+3 |Bureaucratic Strike, detect chaos
3 |+3 |+1 |+1 |+3 |Smack chaos 1/day, Arrest
4 |+4 |+1 |+1 |+4 |Bonus Feat, turn undead
5 |+5 |+1 |+1 |+4 |Counterspell level 2
6 |+6/+1 |+2 |+2 |+5 |Smack chaos 2/day
7 |+7/+2 |+2 |+2 |+5 |Scroll casting
8 |+8/+3 |+2 |+2 |+6 |Bonus Feat, Counterspell level 4
9 |+9/+4 |+3 |+3 |+6 |Smack chaos 3/day
10 |+10/+5 |+3 |+3 |+7 |God-mod 1/day
11 |+11/+6/+1 |+3 |+3 |+7 |Counterspell level 6
12 |+12/+7/+2 |+4 |+4 |+8 |Bonus Feat, Smack chaos 4/day
13 |+13/+8/+3 |+4 |+4 |+8 |Plot shift
14 |+14/+9/+4 |+4 |+4 |+9 |Counterspell level 8
15 |+15/+10/+5 |+5 |+5 |+9 |Smack chaos 5/day, God-mod 2/day
16 |+16/+11/+6/+1 |+5 |+5 |+10 |Bonus Feat
17 |+17/+12/+7/+2 |+5 |+5 |+10 |Counterspell lvl 9
18 |+18/+13/+8/+3 |+6 |+6 |+11 |Smack chaos 6/day
19 |+19/+14/+9/+4 |+6 |+6 |+11 |God-mod field
20 |+20/+15/+10/+5 |+6 |+6 |+12 |Bonus Feat, God-Mod 3/day[/table]
Class Features
All of the following are class features of the plot guard. A plot guard cannot use any of these features except for proficiencies, bonus feats, track, wild empathy and improved grapple to disturb the plot. If she tries to use any of these abilities against the plot, the ability automatically fails.
Weapon and Armor proficiency
Plot guards are proficient with all simple weapons and all armors but not with shields.
Improved Grapple
The plot guard gains Improved Grapple as a bonus feat.
Track
A plot guard gains Track as a bonus feat.
Wild Empathy (Ex)
A plot guard can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The plot guard rolls 1d20 and adds her plot guard level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the plot guard and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The plot guard can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.
Bureaucratic Strike (Ex)
Upon reaching level 2, a plot guard may apply her Intelligence modifier instead of her strength modifier to her melee attack bonus and melee damage. This also means that a plot guard wielding a weapon two-handed may apply one and a half times her intelligence bonus to her damage.
Detect Chaos (Sp)
Upon reaching 2nd level, at will, a plot guard can use detect chaos, as the spell.
Smack Chaos (Su)
At 3rd level a plot guard may attempt to smack chaos with one normal melee attack dealing bludgeoning damage. She adds her wisdom bonus (if any) to her attack roll and deals 1 extra point of damage per plot guard level. If the plot guard accidentally smacks a creature that is not chaotic, the smack has no effect, but the ability is still used up for that day.
Every 3 levels after 3rd, the plot guard may smack chaos one additional time per day, as indicated on Table: The Plot Guard, to a maximum of six times per day at 18th level.
Arrest (Ex)
At 3rd level the plot guard may apply her Intelligence modifier to her grapple checks instead of the strength modifier.
When making a successful grapple check, if the plot guard is carrying a pair of handcuffs appropriate to the grappled creature’s size, she may try to apply handcuffs to the grappled creature as a free action. The plot guard and the grappled creature make opposed strength checks. If the grappled creature wins the check, the plot guard drops the handcuffs. If the plot guard wins, the grappled creature is handcuffed.
The plot guard may make an Intelligence check instead of a strength check.
Counterspell (Ex)
At 5th level a plot guard may ready to counterspell against any spell of spell level 2 or less. She doesn’t need to be able to cast the spell in order to counter it but your Intelligence score -10 must be equal or higher than the spell level of the spell you want to counter.
At 8th level and every 3 levels thereafter the maximum spell level of spells you can counterspell this way increases by 2, up to a maximum of spell level 9 at 17th level.
Remove Undead (Su)
At 4th level a Plot guard may remove undead. This ability functions like a cleric’s turn undead ability. Use the plot guard’s plot guard level and wisdom modifier instead of cleric level and charisma to determine the number of remove undead uses per day and save DC.
Bonus Feat
At 4th level and every 4 levels thereafter a plot guard may pick one of the following feats, she must however still fulfil the feats’ prerequisites:
Exotic Weapon Proficiency (Clipboard), Exotic Weapon Proficiency (all bludgeoning), Martial Weapon Proficiency (all bludgeoning), Leadership, Improved Leadership, Great Fortitude, Lightning Reflexes, Iron Will, Toughness, Fearless, Combat Expertise, Skill Focus (any plot guard class skill), Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Two-Weapon Mastery
Before a plot guard may take the Exotic Weapon Proficiency (all bludgeon) feat, she must have the Martial Weapon Proficiency (all bludgeoning) feat.
Scroll Casting (Ex)
At level 7 the plot guard may cast spells from scrolls like both an arcane and a divine spellcaster, always using her Intelligence score as the casting ability.
Plot Shift (Su)
Upon reaching 13th level, a plot guard may as a full-round action shift to any place on any known plane. This ability works like a teleport without error spell that can be used to shift to other planes and works despite any anti-teleport or anti-shift fields.
God-Mod (Su)
At 10th level a plot guard may once per day as a standard action do one of the following things:
- Make a decision for up to 30+(Wisdom modifier x 10) hit dice of creatures. All these creatures have to follow the plot guard’s decision as if under a geas spell until they fulfilled it, they may not choose to disobey and take damage though, only when they fulfilled all details of the plot guard’s decision they may act normally again.
- Shift up to 30+(Wisdom modifier x 10) hit dice of creatures to any place on any plane she has ever been on or heard or read about. The plot guard only needs to have this knowledge about the target plane, not about the target place they send those creatures. The plot guard may shift herself alongside those creatures without counting against the maximum number of hit dice. They can shift these creatures into and out of no-
- Instantly kill up to 30+(Wisdom modifier x 10) hit dice of creatures and choosing wether to remove their physical bodies from existence or not. These creatures can even be killed if immortal, invulnerable or in any other way unable to die.
- Instantly get awareness of all creatures within 30+(Wisdom modifier x 10) feet range and all their rules, statistics and equipment.
- Keep up to 30+(Wisdom modifier x 10) creatures from casting spells, making any actions the plot guard does not want them to make for up to one hour.
- Counter any god-modding by other characters.
- Cast a wish spell.
- Become unkillable, invulnerable, immortal, immune to any negative conditions (such as fatigue, exhaustion, paralysis, sleep, unconsciousness etc.) and be able to counter any spells or effects targeting or affecting her at will for 1 hour.
A God-mod can not be countered in any way except by another plot-guard’s god-mod.
God-Mod Field (Su)
Upon reaching 19th level a plot guard may once per day as a full round action cover an area of 30+(Wisdom modifier x 10) x 30+(Wisdom modifier x 10) squares in a god-mod field. Every creature on, under or above a square within this god-mod field, regardless of the total number of hit dice can be subjected to a god-mod by the plot guard as a free action without the plot guard having to spend a use of their god-mod ability. The plot guard is automatically aware of every creature and their rules, statistics and equipment in the area of the god-mod field’s effect. She also is unkillable, invulnerable and immortal and is able to counter any spells or effects targeting or affecting her as long as she is within the area of effect of her god-mod-field. The god-mod field stays in effect until the plot guard decides to remove it or establishes a new god-mod field. Removing a god-mod field is a free action.
Ex-Plot Guards
A plot guard who ceases to be lawful neutral or wilfully disturbs the plot, loses all special plot guard abilities except for her bonus feats, Track, wild empathy and Improved Grapple. She may not progress any farther in levels as a plot guard. She regains her abilities and advancement potential if she atones for her violations, as appropriate.
Exotic Weapons:
One-Handed Melee Weapons:
{table=head]|Cost|Dmg (s)|Dmg (m)|Critical|Range Increment|Weight|Type
Clipboard*|2 gp|1d6|1d8|X2|-|1 lb.|Bludgeoning[/table]
*a clipboard grants the wielder a +2 shield bonus to armor class any weapon enhancement bonus is also added to the shield bonus. When wielded in the offhand a clipboard counts as a light weapon instead of a one-handed weapon when determining the attack penalties for fighting with two-weapons.Last edited by Threeshades; 2008-10-21 at 12:14 PM.
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2008-10-21, 01:44 PM (ISO 8601)
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- Dec 2007
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- In the mind.
Re: ABR Disscusion thread XII: Not to be confused with important stuff
A very useful tag for informing other how to use tags is [noparse][/noparse]
Very cool TS!If you want a OotS style Touhou avatar, send me a request.
Steam name: memnarch. Same avatar.
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2008-10-21, 01:47 PM (ISO 8601)
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Re: ABR Disscusion thread XII: Not to be confused with important stuff
3s, I love the plotguard class and clipboard
Nameless, that non-canon comic is perfect. I think you captured the essence perfectly.The artist formerly known as Tired N' Drowzy, master of puns.
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2008-10-21, 02:43 PM (ISO 8601)
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Re: ABR Disscusion thread XII: Not to be confused with important stuff
I'm thinking about getting rezzed is that a good idea
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2008-10-21, 02:49 PM (ISO 8601)
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Re: ABR Disscusion thread XII: Not to be confused with important stuff
Probably. Doubt there are many characters left that will willingly rezz you though.
Dark Souls Remake in a Nutshell
Don't mess with a Primarch
Sometimes I make avatars too. Shoot me a PM if interested.
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2008-10-21, 03:29 PM (ISO 8601)
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Re: ABR Disscusion thread XII: Not to be confused with important stuff
How many characters can? Do we even have any clerics?
Lying probably can, he can do anything. Nobody could revive him if he was in Nowhere, but there would be certain... drawbacks. IRREVERSIBLE ONES.
Also, when did 3shades slap Keveak? Working on the archives has fried my memory circuits.
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2008-10-21, 03:31 PM (ISO 8601)
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Re: ABR Disscusion thread XII: Not to be confused with important stuff
I can rezz people without a hitch. I've done it before.
Dark Souls Remake in a Nutshell
Don't mess with a Primarch
Sometimes I make avatars too. Shoot me a PM if interested.
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2008-10-21, 03:32 PM (ISO 8601)
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- Canada, okay?! Yeeesh.
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Re: ABR Disscusion thread XII: Not to be confused with important stuff
AVATAR BATTLE ROYALE!
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2008-10-21, 03:33 PM (ISO 8601)
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- Aug 2006
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- Sydney
Re: ABR Disscusion thread XII: Not to be confused with important stuff
I am the golden shadow. I am the Ninja Chocobo
Avatar by me.
My other avatars.
The rest of my signature.
Spoiler
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2008-10-21, 03:37 PM (ISO 8601)
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Re: ABR Disscusion thread XII: Not to be confused with important stuff
I copypasta'd 3shades wonderful Plot Guard class to the wiki. I'm still working on the table, though.
Edit: NC, you're my favorite. Except when I have to archive you.
Edit once more: Where did everyone go? I'm so lonely.
Edit3@v: Edit ninja'd!Last edited by Fawkes; 2008-10-21 at 04:48 PM.
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2008-10-21, 04:47 PM (ISO 8601)
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- Dec 2007
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Re: ABR Disscusion thread XII: Not to be confused with important stuff
If you want a OotS style Touhou avatar, send me a request.
Steam name: memnarch. Same avatar.
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2008-10-21, 05:08 PM (ISO 8601)
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2008-10-21, 05:10 PM (ISO 8601)
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Re: ABR Disscusion thread XII: Not to be confused with important stuff
Table's ready, copypasta is served.
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2008-10-21, 05:24 PM (ISO 8601)
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2008-10-21, 05:48 PM (ISO 8601)
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Re: ABR Disscusion thread XII: Not to be confused with important stuff
So, anything plot relevent happened?
Avatar by Crimmy
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2008-10-21, 06:32 PM (ISO 8601)
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Re: ABR Disscusion thread XII: Not to be confused with important stuff
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2008-10-21, 06:36 PM (ISO 8601)
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Re: ABR Disscusion thread XII: Not to be confused with important stuff
The guy whose head blew up? (no idea)
If you want a OotS style Touhou avatar, send me a request.
Steam name: memnarch. Same avatar.
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2008-10-21, 06:41 PM (ISO 8601)
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Re: ABR Disscusion thread XII: Not to be confused with important stuff
No, his name was Dorou.
Is Ned the stingray guy? 'Cuz Roka didn't kill him, 3shades did.Last edited by Fawkes; 2008-10-21 at 07:03 PM.
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2008-10-21, 06:42 PM (ISO 8601)
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Re: ABR Disscusion thread XII: Not to be confused with important stuff
:( Now I'm stuck..... I'll think of something.
The artist formerly known as Tired N' Drowzy, master of puns.
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2008-10-21, 06:55 PM (ISO 8601)
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Re: ABR Disscusion thread XII: Not to be confused with important stuff
Will it take place immediately after your last comic?
I can't decide if we should cut away from the scene before or after this comic.
I guess it depends on what happens next.Last edited by Fawkes; 2008-10-21 at 07:00 PM.
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2008-10-21, 07:02 PM (ISO 8601)
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Re: ABR Disscusion thread XII: Not to be confused with important stuff