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  1. - Top - End - #1
    Barbarian in the Playground
     
    Griffon

    Join Date
    Oct 2008
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    Default New Acid Classes! (Red Hot Chilli Pepper)

    DracoDei has shown me the light! We need some more acid classes to counteract all the base classes. Therefore I am posting some more acid classes for your oppinions but these are far from finished. They still need most of their class features and most do not even have headstone abilities (abilities that cause something unfortunate to happen at 20th level). I NEED your help! I have a few ideas which I shall edit in but for now I'll just post the basics acidics. For those who aren't familliar with DracoDei's noble pioneering work, check out his acid classes (the rethgif and the draziw).
    NAIRABRAB
    {table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

    1st|+1|+1|As fighter|-1|last movement, ill litargy, stage 1/day

    2nd|+2|+2|As rogue|-2|uncanny dredge

    3rd|+3|+3|As duskblade|-3|trap cents +1

    4th|+5|+4|As wizard|-4|stage 2/day

    5th|+7/+1|+5|As dragon shaman|-5|improved uncanny dredge

    6th|+11/+2|+7|+11/+2|-6|trap cents +2

    7th|+13/+3|+9|As mindspy|-7|mage reduction -1

    8th|+17/+5|+10|As master of many forms|-8|stage 3/day

    9th|+19/+7/+1|+11|As daggerspell shaper|-9|trap cents +3

    10th|+23/+11/+2|+12|As daggerspell mage|-10|mage reduction -2

    11th|+29/+13/+3|+14|As daggerspell psion|-11|greater stage

    12th|+37/+17/+5|+15|As scarlet corsair|-12|stage 4/day, trap cents +4

    13th|+41/+19/+7/+1|All of them|As ashworm dragoon|-13|mage reduction -3

    14th|+43/+23/+11/+2|+17|As sarrukh|NA|domicile will

    15th|+47/+29/+13/+3|+19|As Charles Darwin|NA|trap cents +5

    16th|+53/+37/+17/+5|+20|As Wayne Gretzky|NA|mage reduction -4, stage 4/day

    17th|+59/+41/+19/+7/+1|+21|As Macavity|NA|tyreless stage

    18th|+61/+43/+23/+11/+2|+22|As Nancy Drew|NA|trap cents +6

    19th|+67/+47/+29/+13/+3|+23|As Spiderman|NA|mage reduction -5

    20th|+(0/0)|+33|As Bob Barker|NA|mighty sage[/table]

    Hit Dice: d20 (Their hit points are all they need)

    Skill Points: (0+Intellegence Modifer)x4 at first level, (0+Intellegence Modifer) each level after that. (nairabrabs aproach things that require skill by smashing them)

    Class skills: Proffesion (gourmet chef), Proffesion (village idiot), Proffesion (barkeep), Proffesion (bouncer), Perform (projectile vomiting), Craft (dwelling), Craft (stage), Knowledge (secrets), Proffesion (teacher), Craft (trap), Search, Appraise

    Weapons and Armor: You are proficient with their own skin and fists. You are qualified to teach the following courses: Light Weapons 101, One-Handed Weapons 102, Two Handed Weapons 201, Light Armour 202, Medium Armour 203, Heavy Armour 300, the Shields lab, and you may take the class on a field trip to the land of Tower Shields. You may not teach Exotic Weapons courses of any kind, even if someone bribes you.

    Last Movement(ord): Nairabrabs usually dump dexterity, and as such go last in initiative orders. When two nairabrabs are in the same fight, they go simultaneously, regardless of initiative modifiers. As a nairabrab, you also posess the ability to stop moving at any time (even if gravity/inertia would prevent you). You may end a move action prematurely without moving your full speed.

    ill litargy(Sm): All nairabrab's are of course practiced at throwing up in an inspirational manner. You may always substitute a Perform (projectile vomiting) for a Perform (oratory) check.

    stage(ord): All the world's a stage! You also carry one around with you. At 1st level, a number of times per day indicated by the table, you must make a Perform check on the stage.

    uncanny dredge(Sm):At 2nd level you gain the ability to dredge up memories of the past that are probably best left forgotten. If you know a terrible secret from somebody's past, you may dredge it up as a move action. Anybody that hears you must make a Will save (DC see page XX) or learn the secret. Deaf people cannot hear, so they cannot learn secrets unless they succeed on a Listen check against a similar DC. Similarly, blind people may make a Spot check to see if you are lying.

    trap cents(ord): From third level, nairabrabs may set snares that capture a number of cp per day indicated by the table.

    improved uncanny dredge(Sm): Starting from 5th level your Uncanny Dredge ability improves so that you may also create 8 cubic feet of mud anytime you use it.

    mage reduction(ord): From 7th level nairabrabs are confident that they do not need arcane magic. Any arcane spell used to buff them is treated as though it was cast at -1 caster level (this worsens as indicated by the table).

    greater stage(ord): Beginning somewhere in the vicinity of 10th level, your Stage ability improves. You take half damage from thrown objects while making a perform check.

    Domocile will(ord): From 14th level, nairabrabs automatically fail all will saves, as they realize the futility of life. You also gain the mental faculties of a house. This removes your Intelligence score, making you mindless.

    tyreless stage(ord): You no longer need wheels to transport your stage. You are also no longer exhausted after perform checks.

    mighty sage(ord): At 20th level, nairabrabs must make themselves into a seasoned stew. While stewing, you enter a bloodcurdling rage in which you bellow in fury until you pass out and eventually die of oxygen deprivation. If you do not breathe, you simply stay in this state. You eagerly anticipate this rage, and enter it with great rapidity!
    Last edited by Sereg; 2008-10-22 at 09:37 AM.

  2. - Top - End - #2
    Bugbear in the Playground
     
    Pie Guy's Avatar

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    center of earth

    Default Re: New Acid Classes! (Red Hot Chilli Pepper)

    Domocile will: NAIRABRABs automatically fail all will saves, as they realize the futility of life.

    Last Movement: Nairabrabs usually dump dexterity, and as such go last in initiative orders. When two nairabrabs are in the same fight, they go simultaneously, regardless of initiative modifiers.

  3. - Top - End - #3
    Barbarian in the Playground
     
    Griffon

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    Default Re: New Acid Classes! (Red Hot Chilli Pepper)

    DRAB
    {table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

    1st|+hair|-1|||drabic mush, drabic no-ledge, counterpong, masticate, inspire porridge

    2nd|+nails|-2|||

    3rd|+magic mushroom||||inspire completeness

    4th|+other|-3|||

    5th|+guard|-4|||

    6th||-5|||sigh gestation

    7th||-6|||

    8th||-7|||

    9th||-8|||inspire grateness

    10th||-9|||

    11th||-9|||

    12th||-9|||song of free dumb

    13th||-10|||

    14th||-11|||

    15th||-12|||inspire heretics

    16th||-12|||

    17th||-14|||

    18th||-15|||mass sigh gestation

    19th||-15|||

    20th||-16|||curtain call[/table]

    Hit Dice: d3 (To busy being cool to look after their bodies)

    Skill Points: (10+Intellegence Modifer)x4 at first level, (10+Intellegence Modifer) each level after that. (drabs are very skillful)

    class skills: Perform(all), Craft(breakfast), Profession(chef), spellcraft, concentrate, Craft(odour), Knowledge(geography), Knowledge(table manners)

    Weapons and Armor: Drabs are proficient with any armour that shows off their body and makes them look cool. Drabs are not profficient with shields as they hide their body. Drabs are profficient with any weapon that is considered an instrument of death.

    Spells: Drabs cast arcane spells by making a racket until the universe reacts to make them shut up.

    drabic mush(ord): Whenever you cook anything, it always comes out utterly bland and tasteless... on the other hand you never poison anything by accident, and you never ruin food by burning it or such.

    drabic no-ledge(Sm): A drab can disbelieve in the existance of cliffs, allowing for theeffect of an air-walk spell.

    counterpong(Sm): Drabs give off an odour that repels all creatures. Drabs can adapt this odour to counteract any other scent. Drabs are also so used to bordom that if anyone tries to drive them mad by use of an extremely primative videogame they not only take no harm from this, but the effect is rebounded on the attacker.

    masticate(ord): You can chew your way through anything... eventually... you may deal 1 point of damage per day to any object you chew on continuously, bypassing hardness, damage reduction, and regeneration.

    inspire porridge(Sub): by stirring any animated boiled grain-based construct for 1 minute with a wooden spoon you may grant it a +1 moral bonus to hit and damage for 1 hour.

    inspire completeness(Sub): At third level, a drab will inspire any any foe s/he encounters to gain maximum points per hit die at the begining of the encounter and by screaming for 2 rounds at someone you may compel them to finish any one task of your choice that they have begun, and then stopped in the middle of, a Will save against a DC equal to twice your class level negates this.

    sigh gestation(Sm): From 6th level, you take a number of rounds equal to your drab level to express emotion.

    inspire grateness(Sub): At 9th level, a drab inspires all within 30 ft to burn well. Anyone in that radius increases any fire damage they take by 50%.

    song of free dumb(Sm): At 12th level a drab my sing to summon a being with an int of between 3 and 6, who will provide advice at no charge.

    inspire heretics(Sub):From 15th level onwards, anyone who is not a member of your religion develops the desire to kill you on sight.

    mass sigh gestation(Sm): From 18th level, your sigh gestation also affects everyone whithin a 30 foot radius of you.

    curtain call(ord): When s/he reaches 20th level, a drab must call an audience and give an inspirational and dramatic speach about why s/he must leave this cruel world, before making a perform(suicide) check to attempt to make his/her suicide appropriately dramatic.
    Last edited by Sereg; 2008-11-14 at 11:42 PM.

  4. - Top - End - #4
    Barbarian in the Playground
     
    Griffon

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    Default Re: New Acid Classes! (Red Hot Chilli Pepper)

    Thank you pie guy, I will use your suggestions. For now, here is the next acid class.
    CIRELC
    {table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

    1st|+speech|-1|-1|-1|turn to undead, flora, dominians

    2nd|+sermon|-2|-2|-2|

    3rd|+sacred text|-3|-3|-3|

    4th|+commandment|-4|-4|-4|

    5th|+bore|-5|-5|-5|

    6th|+ritual|-6|-6|-6|

    7th|+sleep|-7|-7|-7|

    8th|+archaic term|-8|-8|-8|

    9th|+consceince|-9|-9|-9|

    10th|+drone|-10|-10|-10|

    11th|+monotone|-11|-11|-11|

    12th|+pulpit|-12|-12|-12|

    13th|+confession|-13|-13|-13|

    14th|+averted eyes|-13|-13|-13|

    15th|+weekend|-13|-13|-13|

    16th|+antifun|-13|-13|-13|

    17th||-13|-13|-13|

    18th||-13|-13|-13|

    19th||-13|-13|-13|

    20th||-13|-13|-13|[/table]

    Hit dice: d2 (even deities reject them)

    Skill Points: (6-Intellegence Modifer)x4 at first level, (6-Intellegence Modifer) each level after that. (intelligence distracts them from their studies)

    Class skills: Perform(sermon), spellcraft, concentrate

    Weapons and Armor: A cirelc is profficient with all armour and shields (they need all the protection they can get.) They are also profficeint in any weapon that their diety deems aprpriate and they are profficient with using their sacred text as a weapon.

    Spells: A cirelc must choose a time at which he must spend 1 hour each day begging a deity for his/her daily allotment of divine spells.

    turn to undead(Sub): A cirelc may transform into a skeleton or zombie and back a number of times per day equal to 3 + his/her Charisma modifier

    flora(ord):?

    dominians: A cirelc must choose 2 buildings. While in one of those buildings, s/he gains a +2 morale bonus to all attack roles and saves.
    Last edited by Sereg; 2008-10-22 at 10:23 PM.

  5. - Top - End - #5
    Barbarian in the Playground
     
    Griffon

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    Default Re: New Acid Classes! (Red Hot Chilli Pepper)

    DIURD
    {table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

    1st|||||animal compilation, nature cents, mild empathy

    2nd|||||woodland slide

    3rd|||||smackless step

    4th|||||resist nature's lyre

    5th|||||mild ape

    6th|||||

    7th|||||

    8th|||||mild ape barge

    9th|||||venom mutiny

    10th|||||

    11th|||||mild ape tea leaf

    12th|||||mild ape pant

    13th|||||a thousand maces

    14th|||||

    15th|||||timeless body

    16th|||||mild ape (mental)

    17th|||||

    18th|||||

    19th|||||

    20th|||||Tree[/table]

    Hit dice: d6 (they sit around outdoors all the time and are thus resistant yet without exercise)

    skill points: (1+Intellegence Modifer)x4 at first level, (1+Intellegence Modifer) each level after that. (Diurds hang outside rather than study)

    class skills: Proffession(hippy), craft (collage), knowledge (psychology), perform(moonwalk).

    weapons and armour: Diurds are profficient with any weapon that can be used as a farm implement. They are not profficient with armour or shields.

    animal compilation(ord): A diurd must make a collage of animal pictures and show it to any individual with which s/he interacts in a non-combat situation.

    mild empathy(ord): You gain a sort of vague insight into the minds of creatures you interact with... any time you get a check result less than your regnar level on a Sense Motive check, you treat it as if the check result was equal to your ECL. Also, whenever an individual within 30 ft of you takes damage, you take 1 point of damage.

    nature cents(sub): You believe in the superiority of wooden things over things made of metal. The strength of your conviction comes through in your actions and speech, leading the weak-minded to agree with you by pure force of personality. You get a bonus equal to your diurd level to bluff checks to pass wooden nickels.


    woodland slide(ord): You may travel though forest terrain without moving your legs.

    smackless step(sub):?

    resist nature's lyre(sub):?

    mild ape(sub): You may trandform into an ape. While in this form, you may not attack nor travel over water.

    mild ape barge(sub): You may now travel over water in ape form.

    venom mutiny(ord): The save DCs of any poison that you are affected by are increased by 50%.

    mild ape tea leaf(sub):?

    mild ape pant(sub): Assuming ape form now exhausts you.

    a thousand maces(sub): You take double damage from every attack. The extra damage is considered bludgeoning.

    timeless body(Sub): At 15th level the gods themselves decide to torment the diurd by granting him/her perpetual youth, making it much harder to beg off of doing heroic things on account of failing health. They prevent the degradation of your mind and in fact as the years pass sadistically inflict you with more mental faculties so you will be all the more aware of your terrible situation.

    mild ape (mental)(sub): While in ape form you have a wisdom of 1.

    tree(Sm): At 20th level the diurd becomes one with nature by permenantly transforming into a tree.
    Last edited by Sereg; 2008-11-03 at 10:10 PM.

  6. - Top - End - #6
    Barbarian in the Playground
     
    Griffon

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    Default Re: New Acid Classes! (Red Hot Chilli Pepper)

    KNOM
    {table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

    1st|||||furry blows, unarmed attack

    2nd|||||invasion

    3rd|||||inactive mind, last movement

    4th|||||key strike, slow-mo fall

    5th|||||putridity of body

    6th|||||bonus feet

    7th|||||holeness of body

    8th|||||

    9th|||||improved invasion

    10th|||||key strike (awful)

    11th|||||diamond Noddy, greater furry

    12th|||||a bunned ant step

    13th|||||diamand sole

    14th|||||

    15th|||||quivering palm leaf

    16th|||||key strike (aquamarine)

    17th|||||timeless body, eyebrows of the sun and moon

    18th|||||

    19th|||||empty lorry

    20th|||||imperfect self[/table]

    Hit dice:d2 (they spend all their time meditating)

    skill points: (2-Intellegence Modifer)x4 at first level, (2-Intellegence Modifer) each level after that. (They use their intelligence to gain enlightenment rather than study)

    Class skills:Perform(breakdance), Perform(drama), craft(toy), Perform(random gibberish that sounds deep), Diplomancy.

    furry blows(ord): All your attacks have a -1 penalty to damage as they are soft and fluffy.

    unarmed attack(ord): You must remove both your arms. If your arms are ever restored you must remove them before you may attack again.

    invasion(ord):?

    inactive mind(ord): At 3rd level you may no longer use intellegence based skills.

    Last Movement(ord): Knoms usually dump dexterity, and as such go last in initiative orders from 3rd level. When two knoms of 3rd level or higher are in the same fight, they go simultaneously, regardless of initiative modifiers. You also posess the ability to stop moving at any time (even if gravity/inertia would prevent you). You may end a move action prematurely without moving your full speed.

    key strike(sub): Failing a disable device check on a lock now fustrates you causing you to kick the lock and do 1d4 damage to yourself.

    slow-mo fall(ord): From 4th level you fall at 1/4 a normal person's speed. Your perception of time is adjusted appropriately and thus this does not affect you but gives others plenty of time to react.

    putridity of body(ord): At 5th level you contract a disease. From this point onwards you never recover from diseases (but you may develop a tolerance to them and as such they have no additional effect).

    Bonus Feet(Non-): If the GM rolls a natural 20 on a d20 roll then a Knom of at 6th or greater level grows 2 extra feet complete with legs. (Preferably this should not be a Knom integral to the plot of the campaign, one in a supporting role is a better choice and one which the characters have absolutely no way of ever interacting with even in the most indirectly of fashions is best of all.) Both of these may sprout from the middle of the knom's torso, making it quadrupedal (or if initially a quadruped, then hexipedal) in ground based locomotion, OR they may sprout from the middle of the knom's neck, OR one may be in each location rendering the knom tripedal (or if initially a quadruped, then pentipedal) in ground-based locomotion. In the last case the foot grows from about where the belly button is. In any case the knom makes the choice consciously (unless it's a PC in which case the DM choses the position s/he believes will be most inconveniant)(often with advice from the foot fairy (the lesser known relative of the tooth fairy)). In any case the knom gets 2 extra unarmed attacks now. Because these are wisdom feet (like wisdom teeth) the knom uses their wisdom score, instead of their strength score to determine the to-hit and damage bonuses for these attacks. In addition completely ignore the standard unarmed damage table (in fact, if this situation ever comes up, I heartily recommend that you cut that table neatly out of your book(s) with a knife made by your Great-Grandfather (mother’s side) using the metal from his wedding ring, then burn it with an antique ‘Lucifer’ trademark match and then, when it is burned completely, square dance naked on the ashes with two complete strangers and someone who wishes you dead and would stop at almost nothing to achieve that end). In any case.... where was I?... Oh, yeah, bonus feet damage... so they don’t do the normal dice of damage for the knom’s size and level... instead they do 1d2 points for each point of wisdom bonus the knom has... Oh, and if the knom has a Wisdom penalty then attacks with the wisdom feet always hit and do 1 per point of wisdom penalty. If the knom has neither a bonus nor a penalty from wisdom then the feet hit only 1% of the time and transform the creature struck into deity who is a clonal copy of either Bahamut or Tiamat (50% chance of each)(in appearance only). [Are you laughing yet?]

    holeness of body(sub): From 7th level a knom takes double damage from all attacks. The additional damage is piercing and leaves a permanent scar of which the knom is proud.

    improved invasion(ord):?

    key strike (awful)(sub):Your key strike worsens, causing you to do 1d6 damage instead.

    diamond Noddy(sub): You must buy a toy made of diamond. Should this toy ever be taken away you are very upset and take a -2 morale penalty on all rolls untill you get it back.

    greater furry(ord): You grow fur over your body causing you to take double damage from fire.

    a bunned ant step(sub): After eating an ant burger, you gain the ability to teleport once.

    diamand sole(ord): From 13th level, a knom is immune to caltrops and his/her feat may be sold as jewels.

    quivering palm leaf(sub):You gain a +2 bonus on diplomacy checks when fanning the target with a palm leaf (good luck doing this without arms)

    key strike (aquamarine)(sub): Your fey strike now does 1d8 damage and you develop an aquamarine bruise.

    timeless body(Sub): At 17th level the gods themselves decide to torment the knom by granting him/her perpetual youth, making it much harder to beg off of doing heroic things on account of failing health. They prevent the degradation of your mind and in fact as the years pass sadistically inflict you with more mental faculties so you will be all the more aware of your terrible situation.

    Eyebrows of the Sun and the Moon (Ex): Your facial expressions become extremely clear, allowing you to communicate anything you could reasonably express with a facial expression to any other creature that possesses a language regardless of that creature's type or means of communication. This is especially effective for communicating abject terror, allowing you to offer surrender with no chance of being mis-misinterpreted (provided the intent is sincere and without trickery or guile). Opponents are generally neither more nor less likely to accept a surrender offered in this form than in any other.

    empty lorry(sub): You may no longer ride ant object that has wheels and must express disaproval of anyone who does.

    imperfect self(ord): At 20th level, you realise that you shall never acheive enlightenment and perform hara kiri in an attempt to remove your dishonour (this must be dificult without arms).
    Last edited by Sereg; 2008-11-16 at 11:45 PM.

  7. - Top - End - #7
    Barbarian in the Playground
     
    Griffon

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    Default Re: New Acid Classes! (Red Hot Chilli Pepper)

    NIDALAP
    {table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

    1st|||||flora of good, inspect evil, kite evil

    2nd|||||divine gross, pay the bands

    3rd|||||flora of porridge, divine hedge

    4th|||||turn to undead

    5th|||||special gout

    6th|||||remove ease

    7th|||||smite weevil

    8th|||||

    9th|||||

    10th|||||

    11th|||||

    12th|||||

    13th|||||

    14th|||||

    15th|||||

    16th|||||

    17th|||||

    18th|||||

    19th|||||

    20th|||||pointless martyring[/table]

    flora of good(ord):?

    inspect evil(Sm): When shining a light into the eyes of a creature known to be evil, you gain a +2 bonus on sense motive checks.]

    kite evi(sub):?

    divine gross(sub): From 2nd level, the gods make you disgusting and unhygenic. You take a penalty equal to your nidalap level on all charisma based skills other than intimidate (for which this is a bonus).

    pay the bands(sub): From 2nd level, you cannot let your entertainment go unpaid for. Whenever a succesful perform check is made in front of you. You must pay the individual a number of gp equal to 10X the check result.

    flora of porridge(sub):?

    divine hedge(ord):?

    turn to undead(Sub): A nidalap of at least 4th level may transform into a skeleton or zombie and back a number of times per day equal to 3 + his/her Charisma modifier

    spells: From 4th level, a nidalap may cast divine spells using his/her holier than thou attitude as a cirelc.

    special gout(sm):?

    Remove Ease (Sm): With a touch you can imbue the true, terrifying nature of the world they live in to those who are shrouded in ignorance and denial. The target may attempt a Will Save with a DC of 10+1/2 Rethgif Level+Charisma Modifier to negate this. When outside of a battle the target always counts as shaken. When ever they actually enter combat they must make a Will save with DC equal to the original save or flee. They take -4 against all other fear effects. On the plus side their constant paranoia grants them one of the following feats they qualify for as long as the effect lasts: Dodge, Lightning Reflexes, Negotiator, or Iron Will.

    smite weevil(sub): Once per day, a nidalap may attempt to smite vermin with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per nidalap level.

    pointless martyring(ord): At 20th level you decide to die a hero and must seek out the must powerful enemy you have and challenge her/him. In any event, in all future battles you may not attack nor defend yourself in any way and any posistive dexterity modifier is treated as negative. You may not use any protective equipment or accept buffing spells. This continues until you are killed.
    Last edited by Sereg; 2008-10-23 at 09:42 PM.

  8. - Top - End - #8
    Barbarian in the Playground
     
    Griffon

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    Default Re: New Acid Classes! (Red Hot Chilli Pepper)

    REGNAR
    {table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

    1st|||||favoured enigma, shack, mild empathy

    2nd|||||comb and style bat

    3rd|||||insurance

    4th|||||animal compilation

    5th|||||Wombat Guile, animal compilation extention

    6th|||||improved comb and style bat

    7th|||||woodland slide

    8th|||||swift smacker

    9th|||||invasion

    10th|||||

    11th|||||comb and style bat mastery

    12th|||||

    13th|||||camel mirage

    14th|||||

    15th|||||

    16th|||||

    17th|||||hide in pain (slight)

    18th|||||

    19th|||||hide in pain(major)

    20th|||||animal feed[/table]

    Hit dice:d12 (must maintain tough guy image)

    skill points: (8+Intellegence Modifer)x4 at first level, (8+Intellegence Modifer) each level after that. (Must learn many skills to live in the wild)

    class skills: Craft(dwelling), knowledge(psychology), proffesion(hairdresser), knowledge(economics), craft(collage), concentrate, perform(moonwalk), handle animal.

    Favoured Enigma(ord) :Select one of the following:

    Logic Puzzle
    Arcane Puzzle
    Runic Puzzle
    Kobold Puzzle
    Jig-Saw Puzzle
    Crossword Puzzle
    Sudoku

    You gain a +2 circumstance bonus to your common sense when trying to solve your favoured enigma.

    shack(ord): You forgo the luxuries of civilisation. You may never spend the night in accomadation more hospitable than a shack.

    mild empathy(ord): You gain a sort of vague insight into the minds of creatures you interact with... any time you get a check result less than your regnar level on a Sense Motive check, you treat it as if the check result was equal to your ECL. Also, whenever an individual within 30 ft of you takes damage, you take 1 point of damage.

    comb and style bat(ord):?

    Insurance(ord): At this level you wisely take the precaution of taking out life-insurance on yourself. Any time you die, you are paid 1,000 gold peices per level regnar level. These appear at whatever part of your body is the most acidic, usually meaning that your stomach explodes in a shower of gore. If anyone else touches this money the coins touched turn into an equal weight of acid (34.23432% chance this is a weak acid, such a vinegar, 3% chance it is wine of legendary quality, which forms into a bubble around their hand (if they don't have a hand they instantly grow one for the purpose) and can not be removed by any means, and otherwise it is normal combat acid). If you are returned to life you must immediately pay back this sum with interest. If you become undead you must pay back twice this sum in real money, but gain 1.64322i times this sum since undeath is a phenomion at right angles to the axis of life and death. You must also study math until you get the preceeding joke. Your character will be glad to tutor you.

    animal compilation(ord): A regnar of 4th level must make a collage of animal pictures and show it to any individual with which s/he interacts in a non-combat situation.
    Wombat Guile?

    Wombat Guile (ex)
    You gain a bonus to Charisma-based checks equal to the number of Wombat photos in your animal compilation. You can only have a number of Wombat photos in your animal compilation equal to your Wisdom modifer + the number of times you have encountered a Wombat.

    Animal Compilation Extension:
    The highest number of photos your animal compilation may contain is Your Regnar level + your wisdom score.

    Spells: From 4th level you may cast divine spells as a cirelc.

    improved comb and style bat(ord):?

    woodland slide(ord): You may travel though forest terrain without moving your legs.

    swift smacker(ord): When fighting with your bare hands, you gain an extra attack at your full base attack bonus.

    invasion(ord):?

    comb and style bat mastery:?

    camel mirage(Sm): You make create an illusion of a camel as the spell "silent image".

    hide in pain (slight)(ord): When you hide, you take 1d4 points of damage.

    hide in pain(major)(ord): At 19th level, you take 1d8 oints of damage from a hide check.

    animal feed(ord): At 20th level, you donate your body to nature by making it into animal feed for wild game.
    Last edited by Sereg; 2008-10-30 at 09:36 PM.

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    Griffon

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    Default Re: New Acid Classes! (Red Hot Chilli Pepper)

    EUGOR
    {table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

    1st|||||squeak attack, trap blinding

    2nd|||||invasion

    3rd|||||trap cents+1

    4th|||||uncanny dredge

    5th|||||meek attack

    6th|||||trap cents+2

    7th|||||weak attack

    8th|||||improved uncanny dredge

    9th|||||trap cents+3

    10th|||||special disability (cripple)

    11th|||||creak attack

    12th|||||trap cents+4

    13th|||||bleak attack

    14th|||||

    15th|||||trap cents+5

    16th|||||

    17th|||||cheek attack

    18th|||||trap cents+6

    19th|||||creek attack

    20th|||||steal own heart[/table]

    Hit dice: d4 (you spend your time hiding)

    Skill points: skill points: (2+Intellegence Modifer)x4 at first level, (2+Intellegence Modifer) each level after that. (If you were skillful, you could get a real job)

    Class skills: Hide, craft (snare), knowledge (secrets).

    squeak attack(ord): Your attacks do an extra point of sonic damage. Your nerves also get the best of you when sneaking up on someone, and so you tend to squeak when doing so. The Eugor takes a -5 penalty to hide attacks made to avoid detection before attacking.

    Meek Attack(ord): You really don't put any effort at all into your attacks when sneaking up on someone. You take a penalty to damage rolls when creeping up on foes equal to half their Eugor level rounded down

    Weak Attack(ord): You put somewhat more effort into your assassinations. Only a little though. The penalty to creeping up on foes decreases to 1/3 of your Eugor level rounded down

    Creak Attack(ord): You don't squeak when sneaking anymore, but you always hit the squeaky floor board. Even if the floor is stone. Or you are walking on a wall. Your penalty to hide attacks lowers to -2. If you are flying, the creak is exceptionally loud and you automatically fail the hide check.

    Bleak Attack(ord): You gain a -2 depression penalty to hide attacks, because you really just don't care anymore. At all. Really.

    Cheek Attack(ord): You have a knack for stabbing people in their cheek(s) when you sneak up on them. Must be those nerves kicking in again. You score a critical hit on a 20 (hits the foe's face) or a 1 (hits the foe's rear) on hide attacks.

    Creek Attack(ord): When you score a critical hit by rolling a 20 on a hide attack, a creek spawns in the roof of the target's mouth, causing them to drown in 1d4 rounds. If the target does not need to breathe, they drown in 1 round. If the target is deaf, they drown in 2.6d7 rounds. If the target is aquatic, they die instantly. If the target is a red dragon with only one wing, they are immune to this attack. Efreeties holding spellbooks take a -2 penalty to Reflex saving throws while drowning in this manner. Drow cannot drown, and as such you take 5d12 damage when drowning a Drow. Driders are fair game though. But not Mud Golems. They drown in -307 seven rounds, causing them to regain full hitpoints and deal their basic attack damage to you 306.5 times. If you activate this ability on a troll, the creek is made of acid, and as such they die instantly. If you activate this ability on a Fomorian whose base attack bonus is higher than the square root of Pi rounded up plus six, you deal 7.5d100 what the heck damage, but if they survive they do not drown. Using this ability on the Aspect of Moradin inflicts 2d6 damage on both the target and yourself.

    trap blinding(ord): Any trap that affects you also blinds you for 10 minutes.

    invasion(ord):?

    trap cents(ord): From third level, eugors may set snares that capture a number of cp per day indicated by the table.

    uncanny dredge(Sm):At 4th level you gain the ability to dredge up memories of the past that are probably best left forgotten. If you know a terrible secret from somebody's past, you may dredge it up as a move action. Anybody that hears you must make a Will save (DC see page XX) or learn the secret. Deaf people cannot hear, so they cannot learn secrets unless they succeed on a Listen check against a similar DC. Similarly, blind people may make a Spot check to see if you are lying.

    improved uncanny dredge(Sm): Starting from 8th level your Uncanny Dredge ability improves so that you may also create 8 cubic feet of mud anytime you use it.

    special disability (cripple)(ord): You now require crutches to walk.

    steal own heart(ord): At 20th level you must cut your heart out of your chest and nail it to a wall as a tribute to your theivery.
    Last edited by Sereg; 2008-10-28 at 10:47 PM.

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    Default Re: New Acid Classes! (Red Hot Chilli Pepper)

    OK, the last one I will add for this thread. Then we can flesh them all out (wait acid eats flesh).
    RERECROS
    {table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

    1st|||||unfamiliar

    2nd|||||

    3rd|||||

    4th|||||

    5th|||||

    6th|||||

    7th|||||

    8th|||||

    9th|||||

    10th|||||

    11th|||||

    12th|||||

    13th|||||

    14th|||||

    15th|||||

    16th|||||

    17th|||||

    18th|||||

    19th|||||

    20th|||||spontaneous fasting[/table]

    Hit Die: d1 (If you needed to do any exercise you would get someone else to do it for you)

    Weapons and Armor: You are proficient with using your allies as weapons and shields.

    Skill Points: (as ally -8) at first level, (as ally -2) each level after that. (Other people do you studying for you. This is slightly less efficient)

    Unfamiliar(Sn) - you are constantly stalked by a creature… it absolutely terrifies you, you can take no action against it so great is the hold the fear has on your mind, and there is no escaping it. It attacks you a number of times a day equal to your rerecros level.

    spontaneous fasting(sub): At 20th level you lose the ability to eat and drink (including potions) and die of thirst and starvation.
    Last edited by Sereg; 2008-10-29 at 07:41 AM.

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    Ogre in the Playground
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    Default Re: New Acid Classes! (Red Hot Chilli Pepper)

    Nidalap needs smite Weevil (effective on vermin).

    Don't forget the Half-Pence and Mighty Sage (as opposed to oregano) as a level cap for the Nairabrab.

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    Griffon

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    Default Re: New Acid Classes! (Red Hot Chilli Pepper)

    Thank you Lappy. I added mighty sage and smite weevil, but which class should have half-pence?

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    Default Re: New Acid Classes! (Red Hot Chilli Pepper)

    The Nairabrab. (a terrible pun on Trap Sense)

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    Griffon

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    Default Re: New Acid Classes! (Red Hot Chilli Pepper)

    Quote Originally Posted by Lappy9000 View Post
    The Nairabrab. (a terrible pun on Trap Sense)
    I already have trap cents.

    Trap cents (ord): You may set snares that capture one cp a day.

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    Default Re: New Acid Classes! (Red Hot Chilli Pepper)

    Quote Originally Posted by Sereg View Post
    NAIRABRAB
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|+1|–||As fighter|Last movement, ill liturgy, stage

    2nd|+2|–||As rogue|Uncanny dredge

    3rd|+3|–||As duskblade|Trap cents

    4th|+5|–||As wizard|–

    5th|+7/+1|–||As dragon shaman|Improved uncanny dredge

    6th|+11/+2|–||As nar demonbinder|–

    7th|+13/+3|–||As mindspy|Mage reduction

    8th|+17/+5|–||As master of many forms|–

    9th|+19/+7/+1|–||As daggerspell shaper|–

    10th|+23/+11/+2|–||As daggerspell mage|Greater stage

    11th|+29/+13/+3|–||As daggerspell psion|–

    12th|+37/+17/+5|–||As scarlet corsair|–

    13th|+41/+19/+7/+1|All of them||As ashworm dragoon|–

    14th|+43/+23/+11/+2|–||As sarrukh|Domicile will

    15th|+47/+29/+13/+3|–||As Charles Darwin|–

    16th|+53/+37/+17/+5|–||As Wayne Gretzky|–

    17th|+59/+41/+19/+7/+1|–||As Macavity|Tireless stage

    18th|+61/+43/+23/+11/+2|–||As Nancy Drew|–

    19th|+67/+47/+29/+13/+3|–||As Spiderman|–

    20th|+(0/0)|–||As Bob Barker|MIGHTY RAGE![/table]
    Few of the following may not be some classical creatures of the nairabrab.

    Weapon and Armour Professor: You are qualified to teach the following courses: Light Weapons 101, One-Handed Weapons 102, Two Handed Weapons 201, Light Armour 202, Medium Armour 203, Heavy Armour 300, the Shields lab, and you may take the class on a field trip to the land of Tower Shields. You may not teach Exotic Weapons courses of any kind, even if someone bribes you.

    Last Movement (Sl): As a nairabrab, you posess the ability to stop moving at any time. You may end a move action prematurely without moving your full speed.

    Ill Liturgy (Hm): All nairabrab's are of course practiced at throwing up in an inspirational manner. You may always substitute a Perform (projectile vomiting) for a Perform (oratory) check.

    Stage (Sh): All the world's a stage! At 1st level, once per day you may make a Perform check.

    Uncanny Dredge (Sm): At 2nd level you gain the ability to dredge up memories of the past that are probably best left forgotten. If you know a terrible secret from somebody's past, you may dredge it up as a move action. Anybody that hears you must make a Will save (DC see page XX) or learn the secret. Deaf people cannot hear, so they cannot learn secrets unless they succeed on a Listen check against a similar DC. Similarly, blind people may make a Spot check to see if you are lying.

    Trap Cents (Tx): At 3rd level you gain the power to repel snails, powder your nose, and any other similar abilities.

    Improved Uncanny Dredge (Sm): Ending at 5th level your Uncanny Dredge ability improves so that you may also create 8 cubic feet of mud anytime you use it.

    Mage Reduction (Mt): At 7th level you lose the ability to cast psionic powers. To compensate, you of course lose the ability to manifest spells.

    Greater Stage (Sh): Beginning somewhere in the vicinity of 10th level, your Stage ability improves. You may now use your Perform check once per week.

    Domicile Will (Hs): At 14th level you gain the mental faculties of a house. This increases your Intelligence to 0 if it is below this level to begin with.

    Tireless Stage (Sh): Beginning at 17th level, you are no longer exhausted after making your monthly Perform check.

    MIGHTY RAGE! (An): At 20th level you gain the ability to enter a bloodcurdling rage in which you bellow in fury until you pass out and eventually die of oxygen deprivation. If you do not breathe, you simply stay in this state. You eagerly anticipate this rage, and enter it with great rapidity!
    Last edited by Kellus; 2008-10-21 at 11:05 PM.

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    Griffon

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    Default Re: New Acid Classes! (Red Hot Chilli Pepper)

    Sorry Kellus. You obviously posted while I was editing. But this made me laugh till I cried so I will be using most of your advice when I get the chance.

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    Default Re: New Acid Classes! (Red Hot Chilli Pepper)

    I'm Draco Dei, and I am utterly indifferent to this message...

    I am filled with nausea and loathing at this thread... or I would be if I were in Las Vegas... as it is immaturation is the sinkingest form of flattening.


    For the Regnar:
    Insurance(Huh?): At this level you wisely take the precaution of taking out life-insurance on yourself. Any time you die, you are paid 1,000 gold peices per level regnar level. These appear at whatever part of your body is the most acidic, usually meaning that your stomach explodes in a shower of gore. If anyone else touches this money the coins touched turn into an equal weight of acid (34.23432% chance this is a weak acid, such a vinegar, 3% chance it is wine of legendary quality, which forms into a bubble around their hand (if they don't have a hand they instantly grow one for the purpose) and can not be removed by any means, and otherwise it is normal combat acid). If you are returned to life you must immediately pay back this sum with interest. If you become undead you must pay back twice this sum in real money, but gain 1.64322i times this sum since undeath is a phenomion at right angles to the axis of life and death. You must also study math until you get the preceeding joke. Your character will be glad to tutor you.

    Mild Empathy(Soc): You gain a sort of vague insight into the minds of creatures you interact with... any time you get a check result less than your regnar level on a Sense Motive check, you treat it as if the check result was equal to your ECL.



    More to come for various classes later... until then, keep up the bad work!
    Last edited by DracoDei; 2008-10-22 at 10:45 AM.
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    Griffon

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    Default Re: New Acid Classes! (Red Hot Chilli Pepper)

    I've incorporated most ideas into the first post. I will use DracoDei's ideas when I reach the Regnar

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    Default Re: New Acid Classes! (Red Hot Chilli Pepper)

    For Drab:


    drabic mush: Whenever you cook anything, it always comes out utterly bland and tasteless... on the other hand you never poison anything by accident, and you never ruin food by burning it or such.

    counterpong: Drabs are so used to bordom that if anyone tries to drive them mad by use of an extremely primative videogame they not only take no harm from this, but the effect is rebounded on the attacker.


    masticate:You can chew your way through anything... eventually... you may deal 1 point of damage per day to any object you chew on continuously, bypassing hardness, damage reduction, and regeneration.

    inspire porridge: by stirring any animated boiled grain-based construct for 1 minute with a wooden spoon you may grant it a +1 moral bonus to hit and damage for 1 hour.

    inspire completeness: By screaming for 2 rounds at someone you may compel them to finish any one task of your choice that they have begun, and then stopped in the middle of, a Will save against a DC equal to twice your class level negates this.
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    Griffon

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    Default Re: New Acid Classes! (Red Hot Chilli Pepper)

    Thank you Daco Dei. I was really battling with some of those. I've also added some headstone abilities.

    Edit: I've now alterred the drab, cirelc and diurd. Only thr nairabrab is finnished though(unles someone suggests an improvement)
    Last edited by Sereg; 2008-10-22 at 11:07 PM.

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    Default Re: New Acid Classes! (Red Hot Chilli Pepper)

    This is recycled from a joke I had in the original text for Barnstormer Dragons (now known as Wing Dragons... a creature meant for non-silly campaigns, although they could fit a silly campaign.) I took the joke out when posting to the boards since I thought it would get me more votes for the "Flights of Fancy" contest/




    Bonus Feet(Non-): If the GM rolls a natural 32.5 on a d20 roll then a Knom of at 6th or greater level grows 2 extra feet complete with legs. (Preferably this should not be a Knom integral to the plot of the campaign, one in a supporting role is a better choice and one which the characters have absolutely no way of ever interacting with even in the most indirectly of fashions is best of all.) Both of these may sprout from the middle of the knom's torso, making it quadrupedal (or if initially a quadruped, then hexipedal) in ground based locomotion, OR they may sprout from the middle of the knom's neck, OR one may be in each location rendering the knom tripedal (or if initially a quadruped, then pentipedal) in ground-based locomotion. In the last case the foot grows from about where the belly button is. In any case the Barnstormer makes the choice consciously (often with advice from the foot fairy (the lesser known relative of the tooth fairy)). In any case the knom gets 2 extra unarmed attacks now. Because these are wisdom feet (like wisdom teeth) the knom uses their wisdom score, instead of their strength score to determine the to-hit and damage bonuses for these attacks. In addition completely ignore the standard unarmed damage table (in fact, if this situation ever comes up, I heartily recommend that you cut that table neatly out of your book(s) with a knife made by your Great-Grandfather (mother’s side) using the metal from his wedding ring, then burn it with an antique ‘Lucifer’ trademark match and then, when it is burned completely, square dance naked on the ashes with two complete strangers and someone who wishes you dead and would stop at almost nothing to achieve that end). In any case.... where was I?... Oh, yeah, bonus feet damage... so they don’t do the normal dice of damage for the knom’s size and level... instead they do 1d17 for each point of wisdom bonus the knom has... Oh, and if the knom has a Wisdom penalty then attacks with the wisdom feet always hit and do 1d29 per point of wisdom penalty. If the knom has neither a bonus nor a penalty from wisdom then the feet hit only 1% of the time and transform the creature struck into deity who is a clonal copy of either Bahamut or Tiamat (50% chance of each). [Are you laughing yet?]
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    Griffon

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    Default Re: New Acid Classes! (Red Hot Chilli Pepper)

    Thank you Draco Dei. I liked your bonus feet but decided to make it less powerful and give it less harsh prerequisites. I've also added some other knom features.

    Edit: Added features to the nidalap, regnar and rerecros.
    Last edited by Sereg; 2008-10-25 at 02:40 AM.

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    Default Re: New Acid Classes! (Red Hot Chilli Pepper)

    What if the Eugor's Sneak Attack replacement progressed something like this?

    Squeak Attack
    Your nerves get the best of you when sneaking up on someone, and so you tend to squak when doing so. The Eugor takes a -5 penalty to hide attacks made to avoid detection before attacking.
    Meek Attack
    You really don't put any effort at all into your attacks when sneaking up on someone. You take a penalty to damage rolls when creeping up on foes equal to half their Eugor level rounded down
    Weak Attack
    You put somewhat more effort into your assassinations. Only a little though. The penalty to creeping up on foes decreases to 1/3 of your Eugor level rounded down
    Creak Attack
    You don't squeak when sneaking anymore, but you always hit the squaky floor board. Even if the floor is stone. Or you are walking on a wall. Your penalty to hide attacks lowers to -2. If you are flying, the creak is exceptionally loud and you automatically fail the hide check.
    Bleak Attack
    You gain a -2 depression penalty to hide attacks, because you really just don't care anymore. At all. Really.
    Cheek Attack
    You have a knack for stabbing people in their cheek(s) when you sneak up on them. Must be those nerves kicking in again. You score a critical hit on a 20 (hits the foe's face) or a 1 (hits the foe's rear) on hide attacks.
    Creek Attack
    When you score a critical hit by rolling a 20 on a hide attack, a creek spawns in the roof of the target's mouth, causing them to drown in 1d4 rounds. If the target does not need to breathe, they drown in 1 round. If the target is deaf, they drown in 2.6d7 rounds. If the target is aquatic, they die instantly. If the target is a red dragon with only one wing, they are immune to this attack. Efreeties holding spellbooks take a -2 penalty to Reflex saving throws while drowning in this manner. Drow cannot drown, and as such you take 5d12 damage when drowning a Drow. Driders are fair game though. But not Mud Golems. They drown in -307 seven rounds, causing them to regain full hitpoints and deal their basic attack damage to you 306.5 times. If you activate this ability on a troll, the creek is made of acid, and as such they die instantly. If you activate this ability on a Fomorian whose base attack bonus is higher than the square root of Pi rounded up plus six, you deal 7.5d100 what the heck damage, but if they survive they do not drown. Using this ability on the Aspect of Moradin inflicts 2d6 damage on both the target and yourself.
    Last edited by Shadow_Elf; 2008-10-25 at 09:50 PM.
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    Griffon

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    Default Re: New Acid Classes! (Red Hot Chilli Pepper)

    Thank you shadow elf. I like it a lot. and have now added it.

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    Default Re: New Acid Classes! (Red Hot Chilli Pepper)

    No problem. I love how no actual knowledge of 3.Xe is required to help out
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    Griffon

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    Default Re: New Acid Classes! (Red Hot Chilli Pepper)

    Worked on the diurd some more.

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    Default Re: New Acid Classes! (Red Hot Chilli Pepper)

    Well, it does help weave in inside jokes such as the draziws "S.A.D.", but these seem to move away from that somewhat compared to my originals...
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    Griffon

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    Default Re: New Acid Classes! (Red Hot Chilli Pepper)

    editted the knom, regnar and eugor. (battling with the nidalap)

    Oh and Draco Dei, I'm not exactly sure what you are trying to say. (wether you are reffering to everything that's been done so far or something specific, whether or not you approve, etc.)
    Last edited by Sereg; 2008-10-28 at 10:47 PM.

  29. - Top - End - #29
    Barbarian in the Playground
     
    Griffon

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    Default Re: New Acid Classes! (Red Hot Chilli Pepper)

    This is mostly a bump to prevent myself from having to do thread necromancy.

    Also, I've worked on the rerecros.

  30. - Top - End - #30
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    Default Re: New Acid Classes! (Red Hot Chilli Pepper)

    Quote Originally Posted by DracoDei View Post
    Well, it does help weave in inside jokes such as the draziws "S.A.D.", but these seem to move away from that somewhat compared to my originals...
    This was refering to the comment abuot not needing to understand 3.X to contribute to this thread.
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