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Old 10-01-2010, 07:05 PM   Top  -  End  -  #1
Tsumeken
Ogre in the Playground
 
 
Join Date: Aug 2010
Location: 
NC
Gender: Male
Default One Piece D20 Manual [In the Works]

This is a project me and my wife, VirgoBushin are both working on. This is an example of what we have come up with for the first class available only; she's actually playing one out now so I can figure out what should be worked on or remained the same. Feel free to leave input (Either by posting here or PMming one of us) but don't be rude either. Until we can get a key for MS Word, we made our own tables per se so sorry about those not actually being there for the BAB, Saves, etc. but it's the best we can do at the moment. Thanks!

Bruiser

Hit Die: 1d12
Action Points: 1d4+1 at first level, then 1 per every level gained
Class Skills: Climb [Str], Craft [Armor, Weapons] (Int), Handle Animal [Cha], Intimidate [Cha], Jump [Str], Knowledge (Government) [Int], Knowledge (Tactics) [Int], Knowledge (Technique) [Int], Listen [Wis], Ride [Dex], Search [Int], Sense Motive [Wis], Spot [Wis], Survival [Wis], Swim [Str], Tumble [Dex]
Skill Points at First Level: (4+Int modifier) x 4
Skill Points at Each Level: 4 + Int modifier

Brusier
LevelBase Attack<br>BonusFort SaveRef SaveWill SaveSpecialDefense/Reputation
1st
+1
+2
+1
+0
Bonus Feat, Talent
+1/+0
2nd
+2
+3
+1
+0
Bonus Feat
+1/+0
3rd
+3
+3
+2
+0
Talent
+2/+0
4th
+4
+4
+2
+1
Bonus Feat
+2/+1
5th
+5
+4
+2
+1
Talent
+2/+1
6th
+6/+1
+5
+3
+1
Bonus Feat
+3/+1
7th
+7/+2
+5
+3
+1
Talent
+3/+1
8th
+8/+3
+6
+3
+2
Bonus Feat
+3/+2
9th
+9/+4
+6
+4
+2
Talent
+4/+2
10th
+10/+5
+7
+4
+2
Bonus Feat, Talent
+4/+2

Weapon & Armor Proficiencies: Proficient with all simple and martial weapons and proficient with all armors.

Talents
Martial Discipline
Boxing [Able to do +1 more unarmed attacks at half of your highest melee attack. This can only be done while unarmed] (I.e. If your to hit with melees is +8, your second attack is at +4. If you are entitled to a second attack due to your base attack bonus, [i.e. +6/+1], then you would get a third attack which would be done at [+6/+1/+3]. Also, your unarmed attacks are counted as armed.]

Martial Arts [This can only be taken once. When taken, select from any of the following: Crane, Dragon, Snake, Tiger. You are now allowed to take any other talents that require your chosen Martial Discipline. Also, all unarmed attacks are counted as armed.]

Shuck and Jive [If an opponent makes an attack against you and misses, you may take a 5 foot step towards, away, or around your opponent (this counts for both melee and ranged attacks).
Prerequisites: Boxing, Mobility

Crane Style [Kicks have their damage treated as 1d8+your Strength modifier. As a free action, once per round, you may perform a Jump check. If your check defeats your opponent's AC, you perform a Jump kick that deals 1d12 plus your Strength modifier.]
Prerequisites: Martial Discipline [Crane]

Dragon Style [You may make one attack as a full-round action that does not provoke an attack of opportunity with both fists that delivers a punch to your opponent's chest that deals 1d12 plus 2x your Strength modifier. This effect does not include any added damage bonus from feats such as Power Attack.]
Prerequisites: Martial Discipline [Dragon]

Snake Style [If your opponent misses you, you may make an unarmed attack at half your highest melee attack modifier. This ability cannot be used unless you are engaged with the enemy (i.e. Cannot be used against a ranged attack).
Prerequisites: Martial Discipline [Snake]

Tiger Style [When hitting an opponent with both hands, you may make an automatic grapple check to throw your opponent to the ground, causing them to become prone. If used against an opponent that is already prone, you may mount them. During this time, your opponent will be denied their Dexterity bonus to their AC, though you will retain yours.]
Prerequisites: Martial Discipline [Tiger]

Powerful
Bracing [Any character with this talent may prepare for an attack in advance by making a Sense Motive check opposed by the Enemy's Attack Roll. If your Sense Motive is successful, the attack deals half damage. Note this can be used against any type of attack other than special abilities (I.e. Fire breath, lightning, anything that is not a natural attack like a punch, kick, or attempted attack with a weapon)

Burning Resolve [Once per day, if an attack would reduce a character to -10 or below, the character may make a Fort save (DC 10+1/2 the damage from the attack). If the save is successful, any damage from the attack is negated and the character is allowed to continue (I.e. Luffy is at -8. Thanks to Diehard, he is still up. Lucci makes a final attack against Luffy, dealing 21 points of damage, reducing Luffy to -29. Luffy activates Burning Resolve and must make a Fort Save (DC 20). He makes it with a 22. Luffy's hit points remain at -8 instead of being reduced to -29 and he is allowed to continue to fight)]
Prerequisite: Con Score of 16+

Strong Arm [The character with this talent is allowed to use weapons as if he were one size larger without penalty. This effect does not stack with feats that would grant him this ability [I.e. Monkey Grip].
Prerequisites: Strength 16+

Intimidating Bulk [A character with this talent counts as one size larger when making grapple checks. However, this does not increase their size so smaller characters do not gain extra attack benefits against them.]
Prerequisites: Bracing

Strong
Power Blow [Able to make one attack if were able to do two, but at twice your Str. modifier]

Feat of Strength [Twice per day, a character is allowed to add twice their strength modifier to any skill check that uses Strength.]

Build-Up [A character may take a defensive action that adds +2 to his AC to make an attack in the next turn at double damage. However, afterwards, his AC will be reduced by 4 for the next 2 rounds.]
Prerequisites: Power Attack, Power Blow

Heavy Lifting [A character's max weight and lifting capacity are calculated as if their Strength was +5 more.]
Prerequisite: Feat of Strength

Destructive
Signs of Madness [A character taking this feat adds +2 to all Will saves against mind-affecting abilities but takes a -4 to Wisdom.]

Pressing Forward [A character retains full movement abilities while passing through rubble or heavy undergrowth.]

Berserker Rage [When a character with this ability is reduced to 1/3 of their max HPs, they may no longer make skill checks. The character gains +4 to both Strength and Constitution and is treated as having the Diehard feat if they did not already have it; if they already have the Diehard feat, they may remain standing until their hit points remain negative of their Constitution score. This rage lasts 10 rounds, after which, the character will become exhausted and fall prone/unconscious. A character that dies [i.e. Reduced to -10 or lower] after his rage has given out is allowed to make one Fort Save to bring them up to -9 and stabilize.]
Prerequisites: Signs of Madness, Endurance, Improved Toughness

Breaker Force [A character with this ability deals +10 to any weapon, armor, or object during a Sunder Attempt.]
Prerequisite: Improved Sunder

Bonus Feats: Animal Affinity, Archaic Weapon Proficiency, Athletic, Blind-Fight, Brawl, Cleave, Combat Martial Arts, Combat Reflexes, Exotic Melee Weapon Proficiency, Great Cleave, Improved Brawl, Improved Bull-Rush Improved Combat Martial Arts, Improved Overrun, Improved Sunder, Improved Toughness, Iron Will, Power Attack, Toughness, Weapon Focus
__________________
"Minotaur Rouges are awesome. After all, has anyone ever told you they were mugged by a 7ft tall cow-man before?"

One Piece Manual [In the Works, Feel Free to Check it Out!]

~Married to VirgoBushin in real life on May 31, 2010~

Last edited by Tsumeken : 10-22-2010 at 12:13 PM.
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Old 10-01-2010, 08:35 PM   Top  -  End  -  #2
Tsumeken
Ogre in the Playground
 
 
Join Date: Aug 2010
Location: 
NC
Gender: Male
Default Re: One Piece D20 Manual [In the Works]

Gunner

Hit Die: 1d8
Action Points: 1d4+1 at first level, then 1 per every level gained
Class Skills: Bluff [Cha], Climb [Str], Craft [Ammunition] (Int), Disable Device [Int], Disguise [Cha], Hide [Dex], Jump [Str], Knowledge (Anatomy, Geography, Government, Local, Nature) [Int], Listen [Wis], Move Silently [Dex], Open Lock [Dex], Search [Int], Sense Motive [Wis], Sleight of Hand [Dex], Spot [Wis], Survival [Wis], Swim [Str], Tumble [Dex], Use Magic Device [Cha], Use Rope [Dex]
Skill Points at First Level: (6+Int modifier) x 4
Skill Points at Each Level: 6 + Int modifier

Bonus Feats: Every even level, gain 2 at first level
Bonus Talents: Every odd level, gain 1 at first level

Gunner
LevelBase Attack<br>BonusFort SaveRef SaveWill SaveSpecialDefense/Reputation
1st
+0
+0
+2
+1
Bonus Feat, Talent
+1/+0
2nd
+1
+0
+2
+1
Bonus Feat
+1/+0
3rd
+1
+0
+3
+1
Talent
+1/+0
4th
+2
+0
+3
+2
Bonus Feat
+1/+1
5th
+2
+1
+4
+2
Talent
+2/+1
6th
+3
+1
+4
+2
Bonus Feat
+2/+2
7th
+3
+1
+5
+3
Talent
+2/+2
8th
+4
+2
+5
+3
Bonus Feat
+2/+2
9th
+4
+2
+6
+3
Talent
+3/+3
10th
+5
+2
+6
+4
Bonus Feat
+3/+3

Weapon & Armor Proficiencies: Proficient with all simple and firearms (Ranged) weapons and proficient with light armors.

Talents
Ranged Specialization
Scope [Increase the range increment on any ranged weapon by 1.5 (50%) and take no ranged penalties for any shots at that or below distance (except melee of course). This feat does not stack with Far shot or any abilities that would increase the range of a weapon.]

Prepared Shot [You may prepare a ranged attack (i.e. You may take a ranged attack on an opponent's turn when they move within range).]
Prerequisites: Scope

Cripple [Make a ranged attack at -2 from your attack bonus. If the attack succeeds, the character now moves at half their movement speed until healed (naturally or magically) by at least 1 point of damage.]
Prerequisites: Precise Shot, Point Blank Shot

Ranged Disarm [Make a ranged attack at a -4 from your base attack. If the attack hits, your opponent drops their weapon. Any damage is dealt to the weapon with 1 damage dealt to it's wielder.]
Prerequisites: Precise Shot, Point Blank Shot

Sniper
Snipe [Ignore concealment bonuses to target's AC if any of your opponent can be seen.]

Head Shot [Make a called shot with a ranged attack at a -4 to hit. Any character hit by this attack makes a Fort Save (DC 10+1/2 Gunner+Gunner's Dex Mod). Failing results in being knocked to -9, succeeding causes 1/2 damage. This ability can only be used once per target.
Prerequisite: Dex Score of 16+, Scope, Snipe, Precise Shot

Close Range Sniping [Any sniping ability (i.e. Head Shot) can be used at close range within 30 feet.]
Prerequisites: Snipe

Black Bullets [You are allowed to place your Haki (Charisma modifier) into your damage. Also, your bullets may now damage Logia-type fruit users (i.e. Kujaku, Ace, Kizaru, Akainu)]
Prerequisites: Snipe, Haki Focus (Color of Armaments), Character Level 6+

Maneuvering
Eagle Eye [Reduce any mischance on a ranged attack by 10% to a minimum of 0.]

Duck and Cover [If you are within 5 feet of an object or opponent that you could hide behind, after firing a ranged attack, you may take a 5 foot step and maneuver behind the object/opponent. Maneuvering this 5 feet into an opponent's adjacent square, they are given an attack of opportunity.]
Prerequisite: Dodge

Rolling Shot [The user is allowed to make a Tumble check from any flat surface and come up, ready to fire. The DC for the Tumble check needs to be equal to or higher than 15.]
Prerequisites: Tumble 6+ ranks, Quick Draw

Ricochet [The character is allowed to ricochet an attack off any surface to hit a character behind an object that would grant them partial or total concealment.]
Prerequisites: Dex 16+, Knoweldge (Tactics) 6+

Sharpshooting
Improved Quick Draw [You can draw up to two firearms weapons only and fire with a -2 penalty. The -2 is only for the turn you pull your guns out and fire though.]

Trick Shot [During a defensive action, you may attempt to shoot another projectile [i.e. Arrow, bullet, cannonball]. You must hit the opponent's attack roll or better for it to succeed. Your attack is considered at -4 for small or tinier projectiles and -2 for medium or larger ones. Any projectile that is at least two size categories larger than your ammunition can not be shot out of the air this way. Thus if you are using sling bullets (small), you can not shoot out cannon balls (large).]
Prerequisites: Precise Shot, Spot 8+ ranks, Listen 8+ ranks

Improved Ricochet [If a character misses with a ranged attack and has a secondary attack with a ranged weapon, you may make a second attack with the ranged weapon to ricochet the first back out to your intended target. This shot is at a -2 but if this attack succeeds, both bullets/ammunition hit the original target. No Strength bonus is applied on damage from this.]
Prerequisites: Ricochet, Precise Shot

X-Shot [The character is able to cross his arms in the form of an X and shoot at two separate targets at your highest base attack bonus. This can only be done with pistols.]
Prerequisite: Dex 17+, Two-Weapon Fighting, Ambidexterity, Two other Gunner Talents

Bonus Feats: Ambidexterity, Archaic Weapon Proficiency, Combat Expertise, Combat Reflexes, FireArms Weapon Proficiency, Heavy Firearm Proficiency, Improved Initiative, Improved Precise Shot, Lightning Reflexes, Many Shot, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Shot on the Run, Weapon Finesse, Weapon Focus
__________________
"Minotaur Rouges are awesome. After all, has anyone ever told you they were mugged by a 7ft tall cow-man before?"

One Piece Manual [In the Works, Feel Free to Check it Out!]

~Married to VirgoBushin in real life on May 31, 2010~

Last edited by Tsumeken : 10-22-2010 at 12:13 PM.
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Old 10-01-2010, 11:09 PM   Top  -  End  -  #3
Tsumeken
Ogre in the Playground
 
 
Join Date: Aug 2010
Location: 
NC
Gender: Male
Default Re: One Piece D20 Manual [In the Works]

Entertainer

Hit Die: 1d6
Action Points: 1d4+1 at first level, then 1 per every level gained
Class Skills: Appraise [Int], Bluff [Cha], Concentration [Con], Diplomacy [Cha], Disguise [Cha], Escape Artist [Dex], Gather Information [Cha], Hide [Dex], Jump [Str], Knowledge (Any) [Int], Listen [Wis], Move Silently [Dex], Open Lock [Dex], Perform (Any) [Cha], Profession [Wis], Sense Motive [Wis], Sleight of Hand [Dex], Spot [Wis], Tumble [Dex], Use Rope [Dex]
Skill Points at First Level: (8+Int modifier) x 4
Skill Points at Each Level: 8 + Int modifier

Entertainer
LevelBase Attack<br>BonusFort SaveRef SaveWill SaveSpecialDefense/Reputation
1st
+0
+0
+1
+2
Bonus Feat, Talent
+0/+1
2nd
+0
+0
+1
+3
Bonus Feat
+0/+1
3rd
+1
+0
+2
+3
Talent
+1/+2
4th
+1
+1
+2
+4
Bonus Feat
+1/+2
5th
+2
+1
+2
+2
Talent
+1/+2
6th
+2
+1
+3
+5
Bonus Feat
+2/+3
7th
+3
+1
+3
+3
Talent
+2/+3
8th
+3
+2
+3
+6
Bonus Feat
+2/+3
9th
+4
+2
+4
+3
Talent
+3/+4
10th
+4
+2
+4
+7
Bonus Feat
+3/+4

Bonus Feats: Every even level, gain 2 at first level
Bonus Talents: Every odd level, gain 1 at first level

Weapon & Armor Proficiencies: Proficient with all simple weapons and proficient with light armors.

Talents
Charm
Charms [A character with this chooses male or female. Charisma checks are made at a +2 against the chosen gender. This talent can be taken multiple times.]

Flirt [Gain modifier equal to your Entertainer levels to all Charisma-related checks against members of the opposite gender.]
Prerequisites: Charms, Charisma 14+

Entice [Make a Diplomacy check against an enemy or enemies (as a full-round action) equal to half the Entertainer's Level (Max of 5). All affected enemies must make a Will Save (DC 10+1/2 the Entertainer's Level+Entertainer's Charisma Modifier). Failing results in all affected enemies to take a move action towards the Entertainer during the next turn but may not take any other action.]
Prerequisites: Diplomacy 6+ ranks, Charm, Flirt

Beauty Smiles [Add Charisma modifier to Will Saves once per round.]
Prerequisites: Charisma 14+

Deception
Beauty Secrets [Gain a +4 to Disguise checks when using make-up.]

Smirk [Once per round, you force an enemy to make a Will Save (DC 10+1/2 Entertainer Level+Cha Modifier). Any enemy failing their save is considered (for the next attack only) flat-footed. This ability can only be used once per target.]
Prerequisites: Cha 14+

Crocodile Tears [Once per battle. After receving an attack that deals more then your constitution modifier + class level. You fall to the ground and begin to cry, the opponent must make a will save (DC 10+Cha+1/2 total level) or become overcome with remorse. A opponent in this state can not take any action until the character either stops crying, a save is made, or it is attacked. The opponent affected by this talent is considered flatfooted and can be the victim of sneak attack from the player who originaly performed the fake tears.
Prerequisite: One talent from Charm tree, Female, Smirk

Hidden Agenda [While making a Diplomacy check against a member of the opposite sex, you are allowed to make a Sleight of Hand check to lift something off of the other person's check whom you have just made a Diplomacy check with. You can not take something if you can not see it or if it's too big for your hand to conceal (I.e. A hidden knife stays hidden unless you make a Spot check prior to doing this... or a rifle.]
Prerequisites: One Talent from Charm and one other talent from Deceptive

Inspiration
Cheer [One ally for every two levels (Max of 5) within 30 feet of you gain +1 to all attacks, saves, and checks. This bonus increases to +2 at level 5 and +3 at level 10. This can only be used twice per day.]

Encore [One target enemy or ally affected by this must perform the same action they just did in the previous round, if possible. If they fail, they receieve a -1 to all checks, attacks, and saves for 1d4+Entertainer's Cha Modifier rounds due to depression. If they succeed, they gain +1 to all attacks, checks, and saves for 1d4+Entertainer's Cha Modifier rounds due to confidence. The save DC for this ability is 10+1/2 Entertainer's Level+Cha Modifier and can be used once per encounter. ]
Prerequisitie: Cheer

Rally [Choose up to a number of allies equal to half of your Entertainer level within 30 feet of you (max of 5). Each ally gains HPs equal to 1d10 (temporary) plus Entertainer's Charisma Modifier. This ability is allowed to give hit points higher than max through the encouragement. (I.e. Say your max hit points are currently 16. You've just taken a shot to the gut... hard... for 8 points of damage, making your hit points now 8. The Entertainer of your group cries out to you to not give up and rolls for the 1d10, resulting in a 10. Their Cha Modifier is a 4 so you gain 14 temporary hit points, bringing you up to 22 which is over your max.) This can be used once per encounter and the effect only lasts a number of turns equal to the Entertainer's Level.]
Prerequisites: Cheer, Entertainer Level 4+

Degrade [This can affect either allies or enemies. The Entertainer angrily berates the target, telling them how worthless and stupid they are. The target then makes a Will Save (20+Cha Modifier of the Entertainer-Target's Cha Modifier) Failing this save afflicts the target with a crushing feeling of despair, resulting in -4 to all checks, saves, and attacks for the rest of combat. Succeeding a save results in the target flying into a rage, making him gain +4 to all checks, saves, or attacks. Enemies who succeed the save will automatically attempt to attack the Entertainer while allies will attempt to show the Entertainer they can do better. ]
Prerequisites: Cha 16+, Entertainer Level 6+, One other talent from Deception

Shock and Awe
Slip of the Tongue [The Entertainer will randomly blurt out something of either secret or tabooish nature regarding to either an ally or enemy. The target must then make a Will Save (DC 10+1/2 the Entertainer's Level+Cha Modifier). Failure results in the target being stunned for one round while success leads to gives the target a +1 to attacks and saves for the next round due to being proud of such a thing.]

Double Innuendo [When making a Diplomacy check, the Entertainer can slip in a word with a double meaning. The victim must make a Sense Motive check to discern the meaning of the word at a -2 against the Entertainer's Diplomacy check. Failure results in the target taking a temporary 1d4 points of Intelligence and Wisdom damage. Success negates the effect. This can be used once per target.]
Prerequisites: Diplomacy 10+ ranks, Slip of the Tongue, 1 Talent from Deception

Shriek [The Entertainer can give a loud, piercing shriek that causes all within 30 feet, including allies and enemies, to make a Fort Save (DC 10+1/2 Entertainer's Level+Entertainer's Con Modifier). Those who fail the save are dazed for 1 round and deafened for 1d4 rounds. Success has no ill effects.]
Prerequisites: Constitution 14+, Entertainer Level 4+

Bearing It All [The Entertainer, when attempting a Diplomacy check, may add their Entertainer level. If the check is higher than an opposed Diplomacy check or Sense Motive check made by the target, they suddenly feel compelled to tell the Entertainer anything they want to know. Any sensitive information (i.e. Secrets, fears, location of treasure, etc.) gives the target another opposed check at a -5 to the original Diplomacy check from the Entertainer (i.e. If the Entertainer's 1st Diplomacy Check was 30, then it is now considered 25). This -5 is cumulative every time the target fails. Success negates all of these effects for 24 hours. This can be used once per target.]
Prerequisite: Cha 16+, Diplomacy 10+ ranks, Entertainer Level 6+, Double Innuendo, One talent from Charm

Bonus Feats: Acrobatic, Agile, Ambidexterity, Athletic, Combat Expertise, Deceitful, Dodge, Exotic Weapon Proficiency, Improved Initiative, Lightning Reflexes, Mobility, Negotiator, Persuasive, Quick Draw, Stealthy, Weapon Finesse.
__________________
"Minotaur Rouges are awesome. After all, has anyone ever told you they were mugged by a 7ft tall cow-man before?"

One Piece Manual [In the Works, Feel Free to Check it Out!]

~Married to VirgoBushin in real life on May 31, 2010~

Last edited by Tsumeken : 10-22-2010 at 12:14 PM.
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Old 10-02-2010, 10:13 AM   Top  -  End  -  #4
Debihuman
Ogre in the Playground
 
PirateGirl
 
Join Date: Sep 2007
Location: 
On the Good Ship Lolipop
Gender: Female
Default Re: One Piece D20 Manual [In the Works]

There are tables you can use here to help set this up. It's hard to see what you are doing without a complete chart.

Spoiler
__________________
P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either.

Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.

I've got a red pen and I'm not afraid to use it.

my creations
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Old 10-02-2010, 10:20 AM   Top  -  End  -  #5
Tsumeken
Ogre in the Playground
 
 
Join Date: Aug 2010
Location: 
NC
Gender: Male
Default Re: One Piece D20 Manual [In the Works]

Thank you for the table. We'll get to using it and editing in the first 3 classes for levels.
__________________
"Minotaur Rouges are awesome. After all, has anyone ever told you they were mugged by a 7ft tall cow-man before?"

One Piece Manual [In the Works, Feel Free to Check it Out!]

~Married to VirgoBushin in real life on May 31, 2010~
Tsumeken is offline   Reply With Quote
Old 10-22-2010, 12:27 PM   Top  -  End  -  #6
Tsumeken
Ogre in the Playground
 
 
Join Date: Aug 2010
Location: 
NC
Gender: Male
Default Re: One Piece D20 Manual [In the Works]

Classes:

Doctor

Hit Die: 1d8
Action Points: 1d4+1 at first level, then 1 per every level gained
Class Skills: Concentration [Con], Craft [Int](Any), Diplomacy [Cha], Gather Information [Cha], Heal [Wis], Knowledge (Any) [Int], Listen [Wis], Perform (Medical Procedures) [Cha], Profession [Wis], Sense Motive [Wis], Spot [Wis], Use Magic Device [Cha], Use Rope [Dex]
Skill Points at First Level: (6+Int modifier) x 4
Skill Points at Each Level: 6 + Int modifier

Doctor
LevelBase Attack<br>BonusFort SaveRef SaveWill SaveSpecialDefense/Reputation
1st
+0
+1
+0
+2
Bonus Feat, Talent
+0/+1
2nd
+1
+1
+0
+3
Bonus Feat
+0/+2
3rd
+1
+2
+0
+3
Talent
+1/+2
4th
+2
+2
+1
+4
Bonus Feat
+1/+3
5th
+2
+2
+1
+4
Talent
+1/+3
6th
+3
+3
+1
+5
Bonus Feat
+2/+4
7th
+3
+3
+1
+5
Talent
+2/+4
8th
+4
+3
+2
+6
Bonus Feat
+2/+5
9th
+4
+4
+2
+6
Talent
+3/+5
10th
+5
+4
+2
+7
Bonus Feat
+3/+6

Weapon & Armor Proficiencies: Proficient with all simple and martial weapons and proficient with light armors.

Talents
Healing
Tend Wounds [A character with this talent gains +2 to all Heal checks and if working on a wounded patient for 6 consecutive hours makes a Heal check and heals the receipiant for half the result of the heal check.]

Quick Fix [A character with this talent can create a small batch of medicine and bottle it for later use. Each bottle created this way only has a shelf life of 6 hours and restores 1d8 hit points when consumed. Each batch costs 50 gold to make one potion.]
Prerequisites: Wisdom 14+, One Pharmacutical talent

Mend [A character with this talent may use Heal checks to repair muscle tissue, tendons, ligaments, and broken bones or anything else that cannot normally be treated with Heal checks and is a medical condition. A character must make a Heal check (DC 10+Injured Character's Level+Number of Injuries) . This check is not instantaneous, however, as it takes 24 hours of constant uninterrupted work to be successful.]
Prerequisites: Heal 6+ ranks, Doctor Level 4+, One other Healing Talent

Miracle Worker [A character with this talent has an incredible feel for healing. By making a Heal check (DC 20+Receipiant's Level) and spending 24 hours working on a patient, the character can recover even the most fatal wounds and would only lose out to old age as a cause of death. Failure in this save results in the target dying while under the Doctor's care. If you succeed this check, you are considered to be exhausted for the next 24 hours; otherwise failure leads to a depression lasting 1d4 days. During this time, all checks, attacks, and saves shall be at a -4.]
Prerequisites: Doctor Level 7+, Two other Healing Talents, Heal ranks 10+, Wisdom 14+

Malpractice
Unlawful Help [A character with this talent is allowed to use Heal checks on unwilling receipiants, though this causes them to be considered a "rogue doctor", giving them a bad reputation and increasing it by 1.]

Vital Points [A character with this ability can make a Spot check in mid-battle opposed by an opponent's Sense Motive check modified by their Defense bonus (if any). On a successful check, the next attack from this character is considered a critical hit. This ability may only be used once per encounter.]
Prerequisites: Spot 6+ ranks, Doctor Level 3+

Graft [A character with this talent can perform the medical taboo of grafting (attaching extra limbs or other appendages to a creature). This ability can only be used once per patient. A Heal check must be made (DC 20+1/2 Patient's Level). On a successful check, the patient makes it through the operation with their extra limb in tact. They receive a -3 Charisma permanently due to the alien look they now have. This bonus is negated if the limb can be hidden but when seen, it returns. A failure of this check results in the patient making a Fort Save (DC 20+1/2 Doctor's Level). Failure on the patient's behalf results in a permanent -4 Constitution while success causes the damage to only be temporary.]
Prerequisite: One other Malpractice talent, Int 14+, Doctor Level 5+

Necromancy [A character with this talent has become obsessed with solving the greatest medical problem -- death. On any fresh corpse [less than 24 hours dead], the character may make a Heal check (DC 20+Dead Character's Level). On a successful check, the dead is reborn as an undead servant of the doctor. All previous stats receive a -2 except for Constitution which is considered 0. The Necromantic ritual requires a full day's work and may only be performed once every 2 weeks. If the doctor already has an undead minion, they may not use this ability. Also, characters brought back to life by this skill can not exceed more than 1/2 the doctor's level.]
Prerequisites: Doctor Level 8+, Two other Malpractice talents, Wis 17+

Pharmacist
Medical Drugs [A character with this talent gains a +2 to all Heal checks and Knowledge (Nature) checks to identify plants.]

Poison Pill Creation [A character with this talent may use Craft (Medicine) (DC 15) in order to create a poison pill. The poison from this pill can be either physically or mentally affecting but must be decided upon creation. Each pill can last 1 day before becoming innert. Any creature taking a pill must make a Fort Save (DC 10+Doctor's Level+Doctor's Wisdom Modifier) or be subject to it's poison. Physical poison reduces all Strength, Dexterity, and Constitution of the victim by half temporarily while mental poison does the same for Intelligence, Wisdom, and Charisma. The effects of the poison last for 1 hour per Doctor Level.]
Prerequisitie: Medical Drugs, Doctor Level 4+

Raging Pill [A character with this talent may create a drug that increases one's destructive tendancies. The Strength of a character increases by 4 while their AC decreases by 2. While under the effect of the drug, characters may not make Skill checks or use Talents. The Rage lasts for a number of turns equal to the Doctor's Level.]
Prerequisites: Medical Drugs, Doctor Level 4+

Hallucinatory Drugs [The doctor may create a drug that causes the victim to see things that aren't there if they fail a Will Save (DC 10+Doctor's Level+Doctor's Wisdom Modifier). These drugs are usually tailored to show the victim their greatest fear. For the next 1d4 turns on a failed save, the character will take a -2 to all checks, attacks, and saves as they try to fight off the effects of the fear.]
Prerequisites: Medical Drugs, Doctor Level 4+

Psychologist
Tell [A character with this talent gains a +2 to all Sense Motive checks. If a character sees an attack from another person, they can be ready for it by making a Sense Motive check against the attack roll. Success reduces the damage by half.]

Profile Reader [Make an Intelligence check (DC 10+1/2 Opponent's Level+Opponent's Intelligence Modifier). Success gives the Doctor +1/2 their level to all Bluff, Diplomacy, Sense Motive, Intimidate, Gather Information and Knowledge checks made against the target.]
Prerequisites: Doctor Level 3+, Intelligence 14+, One other Psychology Talent

Trance [Using a swinging object as a medium, the Doctor can attempt to place all opponents within 30 feet currently looking in his direction (to a max of 5) into a trance-like state, causing them to fall asleep for 1d4 turns unless a Will save is made (DC 10+1/2 Doctor's Level).]
Prerequisites: One other Psychological Talent, Charisma 14+

Mass Hypnosis [Using a swinging medium, the Doctor is allowed to place one character per level (to a max of 20) into a Trance-like state where they may be issued commands. Characters must make a Will Save (DC 15+1/2 Doctor's Level) This ability may be used on allies as well who can choose to voluntarily fail the will save. The commands that may be issued are "Attack", "Defend", "Run", "Sleep", "Forget". Attack and Defend cause characters to gain the Diehard feat while under the influence [if they didn't already have it], Forget causes the targets to forget the last 1d4 hours, Sleep lasts for 1d4 turns as does Run.]
Prerequisite: Cha 16+, One other Psychology Talent, Doctor Level 8+

Bonus Feats: Alertness, Ambidexterity, Deceitful, Dodge, Endurance, Exotic Weapon Proficiency, Improved Initiative, Iron Will, Lightning Reflexes, Negotiator, Persuasive, Poison Use, Run, Self-Sufficient, Skill Focus [Any], Toughness, Weapon Finesse.

Special Note: All Pills can be also used in liquid or powder form, though those made as powders lose half of their duration for lethality. Liquid poisons retain normal duration of 6 hours unless applied to a weapon, which causes them to evaporate within 1d4 turns of application.
__________________
"Minotaur Rouges are awesome. After all, has anyone ever told you they were mugged by a 7ft tall cow-man before?"

One Piece Manual [In the Works, Feel Free to Check it Out!]

~Married to VirgoBushin in real life on May 31, 2010~
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Old 10-22-2010, 12:40 PM   Top  -  End  -  #7
Tsumeken
Ogre in the Playground
 
 
Join Date: Aug 2010
Location: 
NC
Gender: Male
Default Re: One Piece D20 Manual [In the Works]

Classes:

Navigator

Hit Die: 1d6
Action Points: 1d4+1 at first level, then 1 per every level gained
Class Skills: Appraise [Int], Bluff [Cha], Concentration [Con], Craft (Cartography) [Int], Diplomacy [Cha], Disguise [Cha], Escape Artist [Dex], Forgery [Int], Gather Information [Cha], Hide [Dex], Knowledge (Astronomy, Geography, Local, Meteorology, Nature) [Int], Listen [Wis], Navigation [Int], Profession [Wis], Speak Language [N/A], Spellcraft [Int], Spot [Wis], Swim [Str], Use Rope [Dex], Use Magic Device [Cha]
Skill Points at First Level: (6+Int modifier) x 4
Skill Points at Each Level: 6 + Int modifier

Navigator
LevelBase Attack<br>BonusFort SaveRef SaveWill SaveSpecialDefense/Reputation
1st
+0
+0
+1
+2
Bonus Feat, Talent
+0/+1
2nd
+0
+0
+1
+2
Bonus Feat
+0/+1
3rd
+1
+0
+2
+3
Talent
+0/+2
4th
+1
+1
+2
+3
Bonus Feat
+1/+2
5th
+1
+1
+2
+4
Talent
+1/+2
6th
+3
+1
+3
+4
Bonus Feat
+1/+3
7th
+3
+1
+3
+5
Talent
+1/+3
8th
+3
+2
+3
+5
Bonus Feat
+2/+3
9th
+4
+2
+4
+6
Talent
+2/+4
10th
+4
+2
+4
+6
Bonus Feat
+2/+4

Weapon & Armor Proficiencies: Proficient with all simple and proficient with no armor.

Talents
Navigation
Sense of Direction [Once per day you can make an Intelligence check to ensure you and your ship are heading the right way and you know what direction North is]

Risky Maneuvers [You are allowed to maneuver ships through narrow straights and even up rivers without penalty to your Navigation checks.]
Prerequisites: Navigation 6+

Full Sail [Increase the movement rate of a ship that you have navigated for at least one day by 1.5 (50%) it's average movement speed.]
Prerequisites: Navigator Level 3+

Combat Maneuvering [You are allowed to make a Navigation check and add half of this check to your ship's total AC when under attack. This check can only be done once per sea encounter.]
Prerequisites: Navigator Level 5+

Forecast
Weather Predicting [Upon making a successful Knowledge (Meteorology) check (DC 20), you are able to successfully make predictions. You can determine the following conditions: Sunny, Foggy, Stormy]

Gauging Winds [By making a successful Knowledge (Meteorology) check (DC 25), you are able to call a strong wind as per Gust of Wind cast by a magic-user of similar level from any of the four cardinal directions. The effect persists for 1 hour/2 levels and decreases all ship's speeds by 1.5 (50%) if they are heading the same direction as the wind. If the wind opposes them, speed is reduced by 1/2.]
Prerequisites: Knowledge (Meteorology) 10+ ranks, Navigation 10+ ranks

Static Spark [By taking a turn to build up an electrical charge, the Navigator may attack with a ball of electrical energy, doing 1d6+1/level (to a max of 10). This attack can be used as either a ranged touch attack or a melee one. This attack may also be conducted through any metal weapon, adding it's damage to that of the weapon.]
Prerequisites: Navigator Level 5+, Knowledge (Meteorology) 10+ ranks

Summon Cloud [Summons 1d4 small clouds to provide cover. These clouds can be attacked by the Static Spark skill. Any cloud hit with that skill becomes electrically charged and deals 1d4 points of damage to any creature inside or passing through it. Clouds last for 1 minute/Navigator level and occupy any 5 foot space adjacent to the navigator.]
Prerequisites: Navigator Level 7+, Knowledge (Meteorology) 12+ ranks

Luck
Gambling [Once per day, you can reroll any initiative, attack, skill check, or save roll but you must only choose one and take the second result.]

That's Not Fair! [Any effect that lasts more than 1 round affecting this character is reduced by 1 round to a minimum of 1.]
Prerequisites: Gambling

Fickle Fate [Any effect that is targeting you, you can make a Reflex save against. (DC 10+Opponent's Level). If you succeed, the effect of the ability or attack is redirected to the nearest other target. This can only be used once per encounter.]
Prerequisites: Gambling, Reflex Base Save +4

Try Again? [Once per encounter, you may choose one target and force him to reroll an attack roll he/she has already made. They must take the new result.]
Prerequisite: Gambling, Navigator Level 6+

Mechanical
Mending [Able to repair mechanical or constructs by 1d8+Navigator Level.]

Inspiration [By taking this talent, the character is able to add their Navigator level to any Craft check.]
Prerequisite: Craft as a class skill and Mending

Craft Mastery [Choose a specific Craft Skill [i.e. Craft (Armor)]. You are able to craft these at -5 the normal DC it would take to craft this specific Item.]
Prerequisites: Craft 10+ ranks

Mend Ship [As per Mending but can only be used on ships. Requires at least 8 hours of work. Roll 1d10+Intelligence Modifier x the number of hours you worked on it. This number determines how many HPs you repair on your ship.]
Prerequisite: Mending, Navigator Level 7+

Bonus Feats: Combat Casting, Combat Expertise, Deceitful, Deft Hands, Endurance, Investigator, Iron Will, Item Creation (Brew Potion, Craft Wondrous Item), Lightning Reflexes, Magical Aptitude, Negotiator, Persuasive, Run, Sailor's Balance, Sea Legs, Self-Sufficient, Ship's Mage, Skill Focus, Storm Magic, Weapon Finesse
__________________
"Minotaur Rouges are awesome. After all, has anyone ever told you they were mugged by a 7ft tall cow-man before?"

One Piece Manual [In the Works, Feel Free to Check it Out!]

~Married to VirgoBushin in real life on May 31, 2010~
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Old 10-22-2010, 12:50 PM   Top  -  End  -  #8
Tsumeken
Ogre in the Playground
 
 
Join Date: Aug 2010
Location: 
NC
Gender: Male
Default Re: One Piece D20 Manual [In the Works]

Classes:

Historian

Hit Die: 1d6
Action Points: 1d4+1 at first level, then 1 per every level gained
Class Skills: Appraise [Int], Bluff [Cha], Climb [Str], Concentration [Con], Craft (Any) [Int], Decipher Script [Int], Diplomacy [Cha], Disable Device [Int], Disguise [Cha], Escape Artist [Dex], Forgery [Int], Gather Information [Cha], Jump [Str], Knowledge (Any) [Int], Listen [Wis], Open Lock [Dex], Perform (Any) [Cha], Profession [Wis], Search [Int], Sense Motive [Wis], Speak Language [N/A], Spot [Wis], Survival [Wis], Swim [Str], Tumble [Dex], Use Rope [Dex]
Skill Points at First Level: (8+Int modifier) x 4
Skill Points at Each Level: 8 + Int modifier

Historian
LevelBase Attack<br>BonusFort SaveRef SaveWill SaveSpecialDefense/Reputation
1st
+0
+0
+2
+1
Bonus Feat, Talent
+0/+1
2nd
+0
+0
+2
+2
Bonus Feat
+0/+2
3rd
+1
+1
+2
+2
Talent
+1/+2
4th
+1
+1
+3
+3
Bonus Feat
+1/+3
5th
+1
+1
+3
+3
Talent
+1/+3
6th
+2
+2
+3
+4
Bonus Feat
+2/+4
7th
+2
+2
+3
+4
Talent
+2/+4
8th
+2
+2
+4
+5
Bonus Feat
+2/+5
9th
+3
+3
+4
+5
Talent
+3/+5
10th
+3
+3
+4
+6
Bonus Feat
+3/+6

Weapon & Armor Proficiencies: Proficient with all simple weapons and proficient with light armors.

Talents
Linguist
Extrovert [Gain +2 when speaking with someone you speak the same language as on Gather Information and Diplomacy checks.]

Extensive Vocabulary [This can only be used when making a Diplomacy check. Your opponent makes an opposed Sense Motive check at a -2 for their check. If you beat their Sense Motive, their attitude adjusts one level towards friendly. If you fail, their attitude recedes one level towards hostile.]
Prerequisite: Extrovert, Cha 14+

A Way With Words [Gain +2 to all Bluff and Decipher Script Checks.]
Prerequisites: Historian Level 3+

Mannerism [A Sense Motive Check can be made at a +2 against an opponent's Bluff Check. If successful, all other skill checks against the target gain +2.]
Prerequisites: Historian Level 3+

Dead Language
Unknown Symbol [A Historian may make an Intelligence check (DC 13) to recognize the symbols of a language they do not speak currently and offer a rough translation.]

Ancient Writing [Your obsession with Dead Languages gives you a +2 to Decipher Script checks as well as the ability to write in the language.]
Prerequisite: Int Score of 16+

Ancient Wonder [Make an Intelligence Check (DC 16). against any unknown object or device. If you succeed, you are able to determine what it was used for.].
Prerequisites: Intelligence 16+, Historian Level 4+

Past Life [Due to your obsessive study, you have found an ancient ancestor (Not literally, you only found out about them). With this newfound knowledge, all checks involving Ancient Lore gain +2. Also, when dealing with others who know of your heritage, you are treated as having 2 higher Intelligence and Charisma.]
Prerequisites: Historian Level 6+

Ancient Knowledge
Ancient Technology [By studying ancient culture, you have learned some of their traditions. You gain a +2 to any of the following Craft skills (Alchemy, Clothing, Weapons, or Armor). This can only be chosen once.]

Following Tradition [Due to your extensive studies, you gain a +2 bonus to your Bluff and Disguise checks. Those who know of you or your heritage gain a +2 to their Sense Motive or Spot checks.]
Prerequisite: Historian Level 3+

Ancient Relic [Make an Intelligence check (DC 20-1/2 Historian Level [Rounded down]). Success results in recognizing the location of an artifact. You must spend two days of uninterrupted studying in order to use this. This talent can only be used once per level until it succeeds.]
Prerequisites: Historian Level 6+, Ancient Wonder

Relic Knowledge [Make an Intelligence check (DC 25-1/2 Historian's Level). The relic which you have previously acquired is now usable. Ask your DM for details on the relic.]
Prerequisite: Historian Level 8+, Ancient Relic (Succeeded at least once)

Tomb Raiding
Tomb Guide [Gain +2 to all Search and Disable Device checks.]

Trap Savvy [Characters with this talent gain DR 5/traps.]
Prerequisite: Tomb Guide

Trigger [If a character with this talent triggers a trap that would not entitle them to a saving throw, they are allowed a Reflex save to avoid the trap's effect completely.]
Prerequisites: Tomb Guide, Historian Level 3+

Improved Tomb Guide [All allies within 30 feet of the Historian gain Trap Sense +2.]
Prerequisite: Tomb Guide, Historian Level 5+, Trap Savvy

Bonus Feats: Agile, Alertness, Archaic Weapon Proficiency, Athletic, Combat Expertise, Dash, Diligent, Dodge, Investigator, Iron Will, Multicultural, Negotiator, Nimble Fingers, Persuasive, Run, Skill Focus, Trustworthy, Weapon Finesse, Weapon Focus
__________________
"Minotaur Rouges are awesome. After all, has anyone ever told you they were mugged by a 7ft tall cow-man before?"

One Piece Manual [In the Works, Feel Free to Check it Out!]

~Married to VirgoBushin in real life on May 31, 2010~
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Old 10-22-2010, 01:03 PM   Top  -  End  -  #9
Tsumeken
Ogre in the Playground
 
 
Join Date: Aug 2010
Location: 
NC
Gender: Male
Default Re: One Piece D20 Manual [In the Works]

Classes:

Weapons Expert

Hit Die: 1d10
Action Points: 1d4+1 at first level, then 1 per every level gained
Class Skills: Climb [Str], Intimidate [Cha], Jump [Str], Knowledge (Tactics) [Int], Knowledge (Technique) [Int], Listen [Wis], Sense Motive [Wis], Spot [Wis], Survival [Wis], Swim [Str], Tumble [Dex]
Skill Points at First Level: (2+Int modifier) x 4
Skill Points at Each Level: 2 + Int modifier

Weapons Expert
LevelBase Attack<br>BonusFort SaveRef SaveWill SaveSpecialDefense/Reputation
1st
+1
+1
+2
+0
Bonus Feat, Talent
+1/+0
2nd
+2
+1
+3
+0
Bonus Feat
+2/+0
3rd
+3
+2
+3
+0
Talent
+2/+1
4th
+4
+2
+4
+1
Bonus Feat
+3/+1
5th
+5
+2
+4
+1
Talent
+3/+1
6th
+6/+1
+3
+5
+1
Bonus Feat
+4/+2
7th
+7/+2
+3
+5
+1
Talent
+4/+2
8th
+8/+3
+3
+6
+2
Bonus Feat
+5/+2
9th
+9/+4
+4
+6
+2
Talent
+5/+3
10th
+10/+5
+4
+7
+2
Bonus Feat
+6/+3

Weapon & Armor Proficiencies: Proficient with all simple, martial, and archaic weapons and proficient with light armors.

Talents
Dual Wielding
Two-Weapon Style [Character is granted the bonuses from the feat "Two Weapon Fighting". If a character with this talent has the Two Weapon Fighting Feat their penalties for using their off hand weapon are reduced by 2 to a minimum of 0. This talent's Benefits do not count as having Two Weapon Fighting as the feat need for perquisites of further talents.]

Cross Strike [This counts as a full-round action. Make a single attack roll against the enemy using both weapons. Roll damage for weapons separately if the hit connects.]
Prerequisites: Two-Weapon Style

Sword Dance [Make a Balance check (DC 15). Failure results in the technique not working. Success results in being able to hit all opponents within a 5 ft. adjacent square anywhere around you.]
Prerequisites: Two Weapon Fighting, Two Weapon Style, Dex 16+

Two Style Mastery [Any penalties you'd normally have while using two weapons (i.e. from Two-Weapon Fighting and as long as they are appropriate for your size), you can now wield with no penalties].
Prerequisites: Two-Weapon Fighting, Two-Weapon Style, Dex 16+

Speed
Increased Speed [Increase your base land speed by 10.]

Dash Attack [This counts as a full-round action with no attacks of opportunity. You may make an attack against your opponent with your sword(s) that is within range of movement for your base movement. Add 5 to the damage roll if this attack hits.]
Prerequisite: Dash

Quick Cut [You may make an attack action against a ranged attack as long as the projectile does not exceed one size category larger than your weapon. If you successfully defeat the range attacker's attack roll, you can deflect the projectile 5 feet into an unoccupied square.]
Prerequisites: Strength 16+, Quick Draw

Quick Parry [This can only be used when wielding a light weapon. Gain a +2 to your AC against incoming melee attacks.]
Prerequisites: Weapon Finesse, Light Weapon (Own one), Weapon Focus [Any light weapon]

Single Weapon
Sheath Proficiency [You may wield the sheath of your sword or a sheathed sword as a weapon, dealing damage appropriate for the weapon size (small=1d4, medium=1d6, etc.). You may treat this damage as lethal or non-lethal.
Special: Without this ability, all damage from sheathes are non-lethal.]

Vital Strike [Make a called shot for a specific joint or, with an appropriate Knowledge (Anatomy) check, organ. Make an attack roll at a -4. Your opponent must make a Fortitude Save (DC 10+Damage about to take). If the save succeeds, it does not land where you intended and does only half damage. If the save fails, your opponent drops immediately to -8 HPs. This can only be used once per target.]
Prerequisites: Knowledge (Anatomy) 10+, Weapons Expert Level 8+, At least two other Weapons Expert talents

Heavy Strike [This counts as a full-attack action. Swing a single sword all the way around to hit an enemy for twice your Strength modifier damage. If this attack scores a critical hit, quadruple the Strength damage. This can only be used once per target. The user loses their Dex modifier to AC for the next round if this attack misses.]
Prerequisites: Weapon Focus [Any one handed sword], Power Attack

One Sword Style Quick Draw and Resheath [A character using this ability forfeits their attack action to sheath their sword. An opponent making a melee attack against this character provokes an attack of opportunity, rolled with a +2 bonus to hit. If this attack hits, the opponent must make a Fort Save (DC 10+1/2 Weapons Expert Level+1/2 Damage) or become dazed for one round. If the opponent was making multiple attacks, only the first one can be attempted to counter. If the counter succeeds, the opponent forfeits after the one which was countered.]
Prerequisite: Sheath Proficiency, Quick Draw, Weapons Expert Level 5+

Polearms
Bunt [When using a polearm that has a 10 foot reach, the user is able to use the back end to hit an opponent with no penalty to attack foes adjacent to you. This deals only half the weapon's damage.]

Windmilling [After twirling a polearm with at least a 10 foot reach, you may bring it down and either hit an opponent directly in front of you for twice your Strength modifier damage or swing it around and hit everyone around you in an adjacent 5 foot square surrounding you.]
Prerequisite: Balance 6+, Dex 12+

Polearm Grab and Toss [When using a blunt polearm or staff, you may use the end you are not holding to literally grab your opponent by that end, hoist them up in the air, and toss them into an adjacent 5-10 ft. square in front or beside you. You must make a grapple check after a successful strike to ensure this ability can be used. The thrown opponent will take an extra 1d4 points of damage from the toss.]
Prerequisites: Ambidexterity, Strength 17+

Pole Dance [By placing a polearm in an empty square adjacent to you, the user can perform a whirlwind attack against all opponents surrounding that one square.]
Prerequisite: Windmilling, Balance 6+, Base Attack Bonus 5+

Bonus Feats: Ambidexterity, Blind-Fight, , Combat Exptertise, Exotic Melee Weapon Proficiency, Great Fortitude, Improved Initiative, Power Attack, Quick Draw, Run, Weapon Finesse, Weapon Focus, Weapon Specialization
__________________
"Minotaur Rouges are awesome. After all, has anyone ever told you they were mugged by a 7ft tall cow-man before?"

One Piece Manual [In the Works, Feel Free to Check it Out!]

~Married to VirgoBushin in real life on May 31, 2010~

Last edited by Tsumeken : 10-22-2010 at 08:25 PM.
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Old 10-22-2010, 01:57 PM   Top  -  End  -  #10
Tsumeken
Ogre in the Playground
 
 
Join Date: Aug 2010
Location: 
NC
Gender: Male
Default Re: One Piece D20 Manual [In the Works]

Marine
Reputation Bonus: +1
Wealth Bonus: +1

Bonus Skills: Climb, Diplomacy, Gather Information, Intimidate, Knowledge (Geography, History, Marines/Military) Spot, Swim, Use Rope
Bonus Feats: Point Blank Shot, Skill Focus [Any Marine Skill], Weapon Focus [Longsword, Rifle]

Special: Begin automatically with a Marine Coat [+2/+6 -0 AC check]

Privateer (Pirate)
Reputation Bonus: +1
Wealth Bonus: +2
Bounty: 5+Reputation

Bonus Skills: Climb, Disguise, Escape Artist, Forgery, Gather Information, Jump, Navigation, Open Lock, Sleight of Hand, Spot, Survival, Swim, Use Rope

Feats: Deft Hands, Quick Draw, Rapid Reload, Sea Legs, Skill Focus, Weapon Proficiency [Firearms]

Scout
Reputation Bonus: +0
Wealth Bonus: +0

Bonus Skills: Climb, Concentration, Disable Device, Disguise, Gather Information, Hide, Jump, Knowledge (Local, Nature), Listen, Move Silently, Search, Spot, Survival, Swim
Bonus Feats: Run, Dash, Skill Focus [Any Scout Skill]

Treasure Hunter
Reputation Bonus: +0
Wealth Bonus: +3

Bonus Skills: Appraise, Decipher Script, Disable Device, Escape Artist, Gather Information, Knowledge (Dungeoneering, History), Open Lock, Search, Spot, Use Magic Device, Use Rope
Bonus Feats: Skill Focus [Any Treasure Hunter skill], Weapon Finesse, Alertness

Captain (Pirate)
Reputation Bonus: +2
Wealth Bonus: +2
Bounty: 7+Reputation

Bonus Skills: Bluff, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Intimidate, Knowledge (Local, History, Navigation, Outlaw/Pirate), Open Lock, Sense Motive, Sleight of Hand, Survival, Swim
Bonus Feats: Deft Hands, Quick Draw, Rapid Reload, Sea Legs, Skill Focus, Weapon Proficiency [Firearms]

Special: Starts with a Pirate Coat [+3/+6 -1 AC check]

Bounty Hunter
Reputation Bonus: +1
Wealth Bonus: +1
Bounty: 1d4+Reputation

Bonus Skills: Climb, Concentration, Decipher Script, Diplomacy, Gather Information, Handle Animal, Heal, Intimidate, Knowledge (Local), Listen, Open Lock, Profession, Sense Motive, Spot, Survival, Swim, Use Rope
Bonus Feats: Track, Weapon Focus [Any simple or martial weapon], Self-Sufficient

Baroque Works
Reputation Bonus: +2
Wealth Bonus: +1
Bounty: 3+Reputation

Bonus Skills: Bluff, Diplomacy, Disguise, Forgery, Gather Information, Hide, Listen, Move Silently, Open Lock, Sleight of Hand, Survival
Bonus Feats: Skill Focus (Any Baroque Works skill), Stealthy, Sea Legs, Weapon Finesse, Toughness, Deceitful

Mercenary
Reputation Bonus: +1
Wealth Bonus: +2
Bounty: 5+Reputation

Bonus Skills: Climb, Disguise, Escape Artist, Forgery, Gather Information, Jump, Navigation, Open Lock, Sleight of Hand, Spot, Survival, Swim, Use Rope
Bonus Feats: Toughness, Alertness, Dodge, Endurance, Rapid Reload, Quick Draw

Street Urchin
Reputation Bonus: +0
Wealth Bonus: +1

Bonus Skills: Bluff, Open Lock, Search, Sleight of Hand, Spot, Survival
Bonus Feats: Run, Dash, Self-Sufficient, Stealthy, Weapon Finesse

Thief
Reputation Bonus: +0
Wealth Bonus: +2

Bonus Skills: Appraise, Bluff, Disable Device, Disguise, Escape Artist, Forgery, Move Silently, Open Lock, Search, Sense Motive, Sleight of Hand, Spot, Tumble
Bonus Feats: Alertness, Combat Expertise, Deft Hands, Dodge, Improved Initiative, Nimble Fingers, Quick Draw, Run
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Old 10-22-2010, 07:17 PM   Top  -  End  -  #11
firemagehao
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Default Re: One Piece D20 Manual [In the Works]

Could you add cook somewhere. In Class or occupation.
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Old 10-22-2010, 08:19 PM   Top  -  End  -  #12
Tsumeken
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I'll probably add it as a class since as shown in the manga their are the power foods that increase stats for set amounts of time so I'll get on that.
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Old 10-23-2010, 10:42 AM   Top  -  End  -  #13
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I only skimmed for the time being, so excuse my ignorance.

Historian should be something more along the lines of Scholar. I'm assuming the class is based on Nico Robin and she was an Archaeologist (though I'd also say she's an Anthropologist or a Linguist) and not a Historian specifically.

Is Weapon Expert supposed to cover Usopp or Franky?

And how do you plan to cover the nightmare that will be Devil Fruits?
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Old 10-23-2010, 11:05 AM   Top  -  End  -  #14
Tsumeken
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Quote:
Originally Posted by Bendraesar View Post
I only skimmed for the time being, so excuse my ignorance.

Historian should be something more along the lines of Scholar. I'm assuming the class is based on Nico Robin and she was an Archaeologist (though I'd also say she's an Anthropologist or a Linguist) and not a Historian specifically.

Is Weapon Expert supposed to cover Usopp or Franky?

And how do you plan to cover the nightmare that will be Devil Fruits?
Weapons Expert we actually got from Zoro mainly but Nami did help out with the Polearms section. Gunner is more Usopp considering the Sniping Tree Talent and Franky is under the Mechanical Talent Tree from Navigator, though he most likely has at least several levels of bruiser along with some of the Prestige classes I'm working on.

Devil Fruits are being dealt with on a come-as-they-go basis. Right now I'm in the process of recruiting a small group of guinea pigs [my wife being one] to join in testing.. Since the three types of Devil Fruits are known [Zoan, Lugia, and Parmecia] they will be dealt with depending on what category they fit into. A character that has applied will be testing out Zoan fruits. Other fruits will be addressed as need comes to them.
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Old 10-23-2010, 11:13 PM   Top  -  End  -  #15
firemagehao
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Default Re: One Piece D20 Manual [In the Works]

You could treat Devil fruit like templates.

Also: Can I play-test this please?
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Old 10-24-2010, 05:09 PM   Top  -  End  -  #16
Tsumeken
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Default Re: One Piece D20 Manual [In the Works]

it's level 1 right now and I'm working on placing the area righ tnow
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Old 10-25-2010, 10:44 AM   Top  -  End  -  #17
Tsumeken
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Paramecia Fruit (all Paramecia Fruits carry a LA+1 along with other changes determined by their fruit)

If you are a Devil Fruit user it costs one action point to use any skill or talent given to you by your devil fruit.

This rule had been edited and shall be reposted shortly as I have written it out in a much more balanced and detailed manner

Gomu Gomu no mi

Spoiler


This is my first of many df's I'll list, I'll proabbly put one of each up at this time to show what they do
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Old 10-26-2010, 08:04 AM   Top  -  End  -  #18
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Bara Bara no mi
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Old 10-27-2010, 02:24 PM   Top  -  End  -  #19
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Horo Horo no mi
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Old 10-27-2010, 02:32 PM   Top  -  End  -  #20
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Default Re: One Piece D20 Manual [In the Works]

Baku Baku no mi
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Old 10-27-2010, 02:36 PM   Top  -  End  -  #21
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Default Re: One Piece D20 Manual [In the Works]

Mero Mero no mi
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Old 10-27-2010, 03:36 PM   Top  -  End  -  #22
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Default Re: One Piece D20 Manual [In the Works]

Bane Bane no mi
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Old 11-06-2010, 05:58 PM   Top  -  End  -  #23
Tsumeken
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Default Re: One Piece D20 Manual [In the Works]

Two new classes, tables to be up for them soon.

Chef

Chef

Hit Die: 1d6
Action Points: 1d4+1 at first level, then 1 per every level gained
Class Skills: Balance, Bluff, Climb, Concentration, Craft (meal), Decipher Script, Disguise, Escape Artist, Gather Information, Handle Animal, Heal, Jump, Knowledge (nature, geography), Listen, Perform (cooking styles), Profession (cook), Search, Sense Motive, Spot, Survival, Swim
Skill Points at First Level: (5+Int modifier) x 4
Skill Points at Each Level: 5 + Int modifier

Chef
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense/Reputation
1st
+1
+0
+2
+0
Bonus Feat, Talent
+0/+1
2nd
+1
+1
+2
+0
Bonus Feat
+0/+1
3rd
+2
+1
+3
+0
Talent
+0/+2
4th
+2
+2
+3
+1
Bonus Feat
+1/+2
5th
+2
+2
+3
+1
Talent
+1/+2
6th
+3
+3
+4
+1
Bonus Feat
+1/+3
7th
+3
+3
+4
+1
Talent
+1/+3
8th
+3
+4
+4
+2
Bonus Feat
+2/+3
9th
+4
+4
+5
+2
Talent
+2/+4
10th
+4
+5
+5
+2
Bonus Feat
+2/+4

Weapon & Armor Proficiencies:
Proficient with all simple weapons including improvised weapons such as frying pans, steak knives, and forks. and proficient with light armors.

Talents

Angel Food
Healthy Meal:
a chracter with this talent can use their craft (cook) skill to make a grand meal that heals 1 1/2 the skill roll + the cooks level in HP. this skill rewuires the use of at least 50 beli in ingrediants for each use.

Chicken Soup: using the craft (cook) skill a chef with this skill can create a meal that can cure poison and illness. The character's skill check on the food preperation must esceed the save dc for the poison or illness in order to be effective. This skill costs 150 beli per use for ingrediants.
Preq: Healthy Meal

Sleepy Shroom: A character with this ability can create dishes with great calming power (craft dc 20). Any character/creature eating a meal made of Sleepy Shroom must make a fort save (dc 10+1/2 chef level + wis modifer) or fall into a deep sleep, all others will merely be rendered drowsy for 1d4 rounds
Preq: Chef Lvl 5

Soul Food: A dish made so expertly that it is said to create miracles. A craft DC (25 +targets level - 1/2cook's level) is needed to suceed in the creation of this dish, if succesful all damage 9ability and health) are restored imediatly upon onsumption (which takes one full round action) of this dish
Preq: 2 Angel Food Talents, Chef lvl 8+

Cooking Style
Clean Hands
: A character with this talent gains Improved unarmed as a free feat and improves all damage done by kick attacks by 2

Pan Style:A character with this talent can use a frying pan as a shield, adding +2 to thier armor as long as they do not attack with the pan in the pervious turn. This talent can be modified b using the two weapon fighting feat and weilding two pans at once but does not increase the armor bonus. However you will still gain the bonus as long as you do not atack with one of the pans.
Preq: Chef lvl 3+

Angel Flight:A character with this ability is allowed once per battle to make a quick move action during any turn (including the opponents) to ither move out of or into direct combat with an opponent. This action can be used to avoid attacks that come towards the character (even area effects) or to move into a ranged attackers threatend square and thus gain an attack of oppurtunity.
Preq: 1 Angel Food talent, Chef lvl 7+

Devil limb: he firey passion for your art explodes in your kicks and punches. By taking a round to build up friction in a limb you can create an explosive impact in your attacks. for the next 1d4 turns all unarmed attacks you make cause an additional 3d6+4 fire damage that is not affected by any DR. Resistance is still applied though.
Preq: 1 Devil Food talent, Chef lvl 7+

Devils Food
Spicy Meatball:
A character with this talent can create a rather spicy dish. using at laest 50 beli worth of ingrediants the character creates a highly spicy meatball that he may use as a projectile (this item can either be thrown, or fired from a ranged weapon) the damage of this hot meat bullet is 1d4+the chefs int modifier fire damage. A ref save must be made (DC 10+1/2chef lvl+int mod) or the enemy will be blinded for 1d4 rounds due to the spicy sauce
Preq:

Peanut butter and Jellyfish: A character with this talent can harness a jellyfishes natural toxins into his cuisine. Any creature of opponent that ingests this dish must make a fort save (dc12+1/2 cooks level + int mod) or become paralyzed for 1d4 rounds.
Preq: Chef lvl 3+

Devils Fruit:
A character with this talent may aquire at 1/2 cost from the DM, they may only choose Zoan (basic) or a paramecia fruit though.
Preq: Chef lvl 6+

Awaking Meal:
A character with this ability canc reate a powerful doping cake. Ingesting this cake raises the users physical abilities (strength Dexterity and constitution) by 4 for a total of rounds equal to 1/2 the chefs total level. Afterwards the character must make a fort save (DC 20+chefs Int modifier) if failed stats that were increased by the food's effect are brought to their normal score and reduce by 6 for 1d4 hours.
Preq: Chef lvl 8+

Just Dessert
Freezer Baby:
A character with this talent gains a cold resistance of 10

Triple scoop: A character with this ability can harness the freezer elements of his cusine into his unarmed attacks causing 1 extra point of cold damage for each 2 levels of chef he has
Preq: Freezer Baby

Cooling force: A character with this talent can attacks with a ranged attack to cause 1d4+2/2levels cold damage at a distance of 30 ft.
Preq: Clean hands, Freezer baby

Freezer Burn: A focused atack of cold directed to an enemy by focusing your power into an unarmed attack causes and additional 2d6 cold and fire damage.
Preq: Chef lvl 8+ Spicy Meatball, Cooling Force

Bonus Feats: Acrobatic, Agile, Ambidexterity, Athletic, Blind-Fight, , Combat Expertise, Combat Reflexes, Dodge, Mobility, Exotic Melee Weapon Proficiency, Great Fortitude, Improved Initiative, Power Attack, Self Sufficient, Shield Proficiency, Weapon Focus, Weapon Specialization
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Old 11-06-2010, 06:01 PM   Top  -  End  -  #24
Tsumeken
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Default Re: One Piece D20 Manual [In the Works]

Tamer

Tamer

Hit Die: 1d10
Action Points: 1d4+1 at first level, then 1 per every level gained
Class Skills: Climb [Str], Hide [Dex], Jump [Str], Handle Animal [Cha], Intimidate [Cha], Knowledge ( Geography, Local, Nature) [Int], Listen [Wis], Move Silently [Dex], Search [Int], Sense Motive [Wis], Spot [Wis], Survival [Wis], Swim [Str], Tumble [Dex], Use Rope [Dex]
Skill Points at First Level: (4+Int modifier) x 4
Skill Points at Each Level: 4 + Int modifier

Tamer
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense/Reputation
1st
+1
+1
+1
+1
Bonus Feat, Talent
+1/+0
2nd
+1
+2
+1
+1
Bonus Feat
+1/+0
3rd
+2
+2
+2
+1
Talent
+2/+0
4th
+2
+3
+2
+2
Bonus Feat
+2/+1
5th
+2
+3
+2
+2
Talent
+2/+1
6th
+3
+4
+3
+2
Bonus Feat
+3/+1
7th
+3
+4
+3
+2
Talent
+3/+1
8th
+3
+5
+3
+3
Bonus Feat
+3/+2
9th
+4
+5
+4
+3
Talent
+4/+2
10th
+4
+6
+4
+3
Bonus Feat
+4/+2

Weapon & Armor Proficiencies: Proficient with all simple weapons including Spiked Chain, Whip, and Net. proficient with light armors.

Talents
Taming
Taming The Wild:
all tamer are allowed to have a animal companion as long as the total HD of the animal companion do not exceed the tamers total HD for his level.

Wild Heart: A tamer with this ability is able to bring out the fully potential of his animals staying ability. As a result the companion gains an additional 3HD more then the tamer.
Preqs: Taming the Wild

Crack the Whip: A tamer with this ability increases the damage from whips by your trainer level, also you may make a single cracking motion towards your animal companion to increase their base attack bonus, speed and saves by 1 step (BAB +1, Speed +10ft, all Saves+1) This bonus increases by 1 for every 5 levels a character has.
Preq: Taming the Wild, WP focus Whip.

Wild Fury: The tamer's companion has reached the pinnacle of perfection for a beast of their species. All base stats of the creature increase by 4, HD are increased to the next higher die as well as damage dice used by the creature for it's natural attacks.
Preqs: Tame the Wild, Wild Heart, Tamer level 9+

Beast Lore
Know thy Enemy
: All knowledge (nature) checks made against any animal recieve a bonus equal to your Tamer level, this ability also works on nature checks done against Zoan type fruit users in hybrid or full-beast form to determine their animal's weaknesses.

Beast Enemy: Any best-type creature, including Zoan type users in either hybrid or full-beast form, receive an extra point of damage for every level the character has in Tamer. This damage is not affected by DR.
Preqs: Know thy enemy, Tamer lvl 3+

Surviving the Wild: When attacked from best type creatures, including Zoan type users in either hybrid or full-beast form, a character may add their Int bonus to their AC, this total may not exceed their Tamer level.
Preqs: Know thy Enemy

Improved Animal Companion: A character with this talent improve their animal companions total defense bonus by half their Tamer level.
Preqs: Two Taming talents one of which must be Taming the Wild

Wild Style
Wild Child:
A character with this talent gains natural attacks (2 claws and a bite attack) due to their Wild nature. These attacks are based on the characters size for damage.

Weapons of the Wild: A character with this talent cannot use any metal equipment. they do, however, gain a +1 bonus to all wooden weapons that they use or any hides or animal skins they wear.
Preq: Tamer level 3+

Hunting Call: A character with this ability may channel their wild side in the form of a bone chilling howl. All opponents within 30ft of the character
(to a max of 10) must make a Will save. (DC=10+1/2 total intimidate ranks+Cha bonus) or be stunned for 1 round of combat. All beast type creatures who fail this save are stunned for 1d4 turns instead. This effect does not apply to Zoan type users in either hybrid of full-beast form, they are instead treated as humans.
Preq: Tamer lvl 5+, Intimidate 6+ ranks, Wild Child

Unleash the Beast: Characters with this talent can chanell their full ferocity giving them the properties of being under the influance of a haste spell and increasing their Str and Dex by 2 points. This ability enrages the user so that during the duration they are unable to preform any skills or any other feats or talents. This ability lasts for a total of turns equal to the users Con mod. A user must make a will save to stop earlier (DC10+Tamer lvl).
Preqs: Tamer level 7+, Wild Child, Con 16+

Naturalist
Herbal Knowledge:
All Survival as well as Knowledge (Nature, Local, Geography), checks made add +2 per ever 3 levels or your character when determining plant of animal life.

Listening to the wind: Character's with this ability can hear for subtle changes in the air and gain a +1 to defense against ranged attacks for every 5 levels of the character
Preq: Dex 14+

Green Thumb: A character with this ablility may cause a increase in plant growth in any 2 squares surrounding them within a 30ft radius. This growth makes the area hard to pass through requiring twice the movement cost. if use twice on the same area it creates a wall of growth that can provide concealment from ranged attacks as well as having to take a full move action to move through.
Preq: Tamer lvl 3+

Flash Foliage: A group of vines spring from the ground an wrap around a target at the user's grapple check +4. These vines can only grow from natural enviorments and cannot grow from the sea or through stones that make up buildings. Vines have a AC of 16 and HD equal to half the total HD of the Tamer.
Preqs:Tamer level 5+, Green Thumb

Bonus Feats: Ambidexterity, Archaic Weapon Proficiency, Lightning Reflexes, Skill focus (any tamer skill), Weapon Focus (natural weapons), Dash, Run, Stealthy, Improved Initiative, Toughness, Improved Toughness, Alertness, Animal Affinity, Agile, Acrobatic, Mounted Combat, Trample, Ride by Attack. Weapon Specialization (Natural Weapons), Improved Critical (Natural Weapons)
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Old 02-12-2011, 12:16 PM   Top  -  End  -  #25
Tsumeken
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Default Re: One Piece D20 Manual [In the Works]

Alright 'm back to this now after a bit of hiatus, I'll have the next few things like other fruits and Prestige classes
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Old 02-12-2011, 03:34 PM   Top  -  End  -  #26
firemagehao
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Default Re: One Piece D20 Manual [In the Works]

Out of curiosity, will there be prestige classes based on organizations such as CP9 available?

I suggest that prestige classes are another path you take after you reach 10th level. Just for you to think about.
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Old 04-20-2011, 02:16 PM   Top  -  End  -  #27
Tsumeken
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Default Re: One Piece D20 Manual [In the Works]

Alirghty oh... I have prestige classes, feats (racial and general). I also have done all DFs and armor/weapons, will hopefully post some stuff tonight.
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Old 04-21-2011, 02:20 PM   Top  -  End  -  #28
VirgoBushin
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Default Re: One Piece D20 Manual [In the Works]

Prestige Classes:

Grand Pirate

Grand Pirate
Pre-Requisites for class:
Privateer Occupation
Level 7+
Bounty 1,000,000+
Must have defeated at least one high ranking pirate or marine in single combat

Hit Die: 1d10
Action Points: 1 per every level gained
Class Skills: Appraise, Bluff, Climb, Diplomacy, Disable Device, Disugise, Escape Artist, Gather Information, Hide, Intimidate, Jump, Knowledge (Navigation, Local, Military, Outlaw) . Listen, Move Silently, Search, Sense Motive, Slieght of Hand, Spot, Survival, Swim, Tumble
Skill Points at Each Level: 6 + Int modifier

Grand Pirate
LevelBase Attack<br>BonusFort SaveRef SaveWill SaveSpecialDefense/Reputation
1st
+1
+1
+1
+0
Bonus Feat, Talent
+0/+1
2nd
+1
+1
+1
+0
Bonus Feat
+0/+1
3rd
+2
+2
+2
+1
Bonus Talent
+1/+2
4th
+2
+2
+2
+1
Bonus Feat
+1/+2
5th
+3
+3
+2
+1
Bonus Talent
+1/+2
6th
+3
+3
+3
+2
Bonus Feat
+2/+3
7th
+4
+4
+3
+2
Talent
+2/+3
8th
+4
+4
+3
+2
Bonus Feat
+2/+3
9th
+5
+5
+4
+3
Talent
+3/+4
10th
+5
+5
+4
+3
Bonus Feat
+3/+4


SQ: Increase your action points by an amount equal to you Grand Pirate level

Weapon & Armor Proficiencies: Proficient with all simple and martial weapons and proficient with all light armor.

Talents
Grand Ambitions
Masters of the Sea: you may add your Grand Pirate level to your ships AC when you are at the helm during a naval battle.

Fruit Specialization: All DF powers have their action point cost reduced by half as if the chracter had the Devil's Mastery feat. If the chracter does have this feat this talent instead grants the chracter the ability to designate one technique of his fruit and reduce it's cost to 1/4 of it's orginal cost.
Preq: DF user

Devil Hunting: During any encounter you may make a sense motive check against the opposing character (DC10+target's total level+target's Wisdom bonus) to determine if they indeed are a DF user or not. This skill however will not allow you to determine what type of fruit or it's abilites.
Preq: DF user, Grand Pirate 3+

Color of the Conquerer: A character with this talent is considered to have the Color of the Conquerer feat. If they already have this ability this talent increases the character base level when determining stunning length and power by 3
Preq: Cha 16+ GP lvl 3+

Grand Dreams: A chracter with htis talent may make a charisma check adding half of his GP level to the check. For every 10 points of the check this character gains a resolve bonus to all attacks,damage,saves,and skill checks for the next minute/Cha modifier.
Preq: GP lvl 5+

Grand Luck: reroll one roll per day, you may choose which result to take after both rolls have been made.

Life at sea: Any saves made at sea are increased by half of your GP level.

Fearful Reputation: 1/2 your total reputation is added to any intimidate chacks made against marines. the bonus is reduced to 1/4 for pirates.
preq: Reputation of 10 or higher.

A Pirate's Life: A character with this talent may never take any marine based classes or feats, in exchange for this bonus you may gain a free stat point to distribute.
Preq: GP lvl +7

Bonus Feats: Improved Toughness, Improved Critical, Weapon Specialization, Skill Focus (Any GP Skill), Iron Will, Lightning Reflexes, Combat Expertise, Combat Reflexes, Power Attack, Mobility, Spring attack, Improved Sunder, Improved Disarm. Improved Trip
__________________
~Married to Tsumeken in real life on May 31, 2010~
Characters I'm Currently Playing::
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Last edited by VirgoBushin : 04-21-2011 at 02:21 PM.
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Old 04-21-2011, 02:38 PM   Top  -  End  -  #29
VirgoBushin
Ogre in the Playground
 
 
Join Date: Jun 2007
Location: 
Boone, NC
Gender: Female
Default Re: One Piece D20 Manual [In the Works]

Prestige Classes:

Cipher Pol Agent


Cipher Pol
Pre-requisites for class:
Marine Occupation
No Bounty
Succeed in a rank B mission with only one other person or alone
Place at least thrid place in Cipher Pol Exam tournament
Level 7+

Hit Die: 1d10
Action Points: 1 per every level gained
Class Skills: Acrobatics, Balance, Bluff, Diplomacy, Disable Device, Disugise, Escape Artist, Intimidate, Jump, Knowledge (History. Military, Outlaw, Nobility) Open Lock, Search, Spot, Survival, Tumble, Use Rope
Skill Points at Each Level: 5 + Int modifier

Cipher Pol Agent
LevelBase Attack<br>BonusFort SaveRef SaveWill SaveSpecialDefense/Reputation
1st
+1
+1
+1
+1
Bonus Feat, Talent
+1/+0
2nd
+1
+1
+1
+1
Bonus Feat
+1/+0
3rd
+2
+2
+2
+2
Talent
+2/+1
4th
+2
+2
+2
+2
Bonus Feat
+2/+1
5th
+3
+2
+3
+2
Talent
+2/+1
6th
+3
+3
+3
+3
Bonus Feat
+3/+2
7th
+4
+3
+4
+3
Talent
+3/+2
8th
+4
+3
+4
+3
Bonus Feat
+3/+2
9th
+5
+4
+5
+4
Talent
+4/+3
10th
+5
+4
+5
+4
Bonus Feat
+4/+3

SQ: 1/2 CP level can be added to any knowlege, intimidate, and diplomacy check made (Intimidate and diplomacy only gain these bonuses as long as the target knows of your CP status

Weapon & Armor Proficiencies: Proficient with all simple and martial weapons and proficient with all light armor.

Talents
Advanced Training
Tekkai: You must forfiet your move action for the turn. spending one action point causes this chrater to gain DR for one turn equal to their CP level. This DR also applies to energy and elemntal based attacks

Advanced Tekkai: You may use Tekkai even while moving
Preqs: CP level 5+

Devil Fruit Aqussition: A character may reqeusta zoan type fruit determined by the DM of which to give and gain it's abilites while not taking the level and/or Xp drawbacks.

Seastone proficiency: Characters gain a +1 to using any Seastone based object (weapons, cuffs) against a pirate that is a known DF user. Also Seatone effects against CP fruit users with this talent have their duration of powerlessness reduced by half.

Force of Authority: All intimidate checks made against Military and Pirates that know of the CP's position must also make a will save (DC 10+1/2total level+Cha mod)
Preq: CP level 3+

Color of Armaments: A chracter with this talent is considered to have the Color of Armaments feat. if they already have this feat it's cost to apply to weapons and unarmed attacks is reduced by half.
Preq: Cha 14+

Supremacy of the Goverment: Your character Connections allow you leway with many things in life. All marines of lower rank then you must comply with your directions (as long as they are resonable) if unreasonable they are given a will save DC10+CP lvl. You can gain free lodging at any goverment controlled island's establishments and are given a special postion taht places you a bit above the law when dealing with pirates. Such as being allowed to unshteath weapons in public establishments with no provaction and to kill in any that you see as supporters of goverment conspiracies. (note: this does not give you the option to kill inoccents indiscriminently and must be a justified action or you risk dismissal from CP and possible Court marshalling. if the crimes are severe enough you could be expeled from the marines and thrown into prison for your actions as a pirate)

Tekkai Mastery: DR for your Tekkai ability is increased by 1.5 per level of CP you have instead of 1.
Preq: Cp level 8+

Bonus Feats: Improved Toughness, Improved Critical, Weapon Specialization, Skill Focus (Any CP skill), Iron Will, Lightning Reflexes, Combat Expertise, Combat Reflexes, Dodge, Mobility, Spring attack, Improved Fient, Improved Disarm. Improved Trip
__________________
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VirgoBushin is offline   Reply With Quote
Old 04-21-2011, 03:05 PM   Top  -  End  -  #30
Tsumeken
Ogre in the Playground
 
 
Join Date: Aug 2010
Location: 
NC
Gender: Male
Default Re: One Piece D20 Manual [In the Works]

While my wife works on updating you on classes I will be putting up races here.

Humans
~1 extra feat at 1st level
~Spd (Land 30', Swim 20')
~4 extra skill points at 1st level, 1 extra every level there after.
~access to all languages
~access to all ocupations
~Male/Female
~Sight (day 100', night/dark 0 or 5' after one full round of adjusting eyes)
~no favored class (1st class chosen is considered favored)

Fishman
~Str +4 Cha-2
~Spd (Land 30', Swim 90')
~+2 Def/Init while under/in water. This Def is considered deflection but does not stack with other deflection AC like those given from Haki or Class abilities.
~No penalties for swinging weapons underwater
~Male only (pending DM's discretion)
~All languages except Ancient(poniglyph) and SkyPian can be learned.
~All Occupations except marine can be taken
~Sight (Day 70' Night 20') Fishmen can see in darkness as they had to adapt to less light in underwater enviroments.

*Special rule*: Types of Fishman (Sawfish, Shark, Octopus, etc DO NOT grant additional bonuses unless the DM allows such things. Even if you have 6 arms you still only can get 2 attack actions with two weapon fighting.)

Giant
~Str +4, Con +2, Dex -2, Int -2
~Spd (Land 50', Swim 40')
~Def +1 natural from tough skin that is usually found on giants
~Giant characters may carry 2x all listed wieght values for their strength in calculating encumbrance.
~Male/Female
~All languages except Skypian can be learned
~All Occupations can be taken

Skypian
~Dex +2, Int +2, Con -2
~Spd (Land 30', Swim 10', Sky 50')
~Ac +1 while in flight (if you move by flight you are considered to still be in flight until your next turn)
~Male/Female
~All Languages execpt Fishman or Mermaid
~All Occupations except Bounty Hunter and Marine
*Special rule*: Skypians cannot fly higher then twice their height off the ground, they can however glide over chasms and off cliffs but they must end their movement over solid ground unless the feat Wings of Might is taken

Mermaid
~Dex+2, Cha+4, Str-2, Wis -2
~Spd (Land 5', Swim 100')
~+4 Def/Init while under/in water. This Def is considered deflection but does not stack with other deflection AC like those given from Haki or Class abilities.
~No penalties for swinging weapons underwater
~Mermaids may only spend 2x Con socre minutes out of water (or at least with have a bucket splashed on them) Before the begin to take damage from drying in open air (2 subdual damage/min) if left out to long (if subdual esceeds hp) Mermaids must make a Fort save (DC 10+1/2 Mermaids level + Con mod) or fall into shock, subdual damage will now deal actual damage and may kill the mermaid. If they make the save DC increases by 2 for each additional save.
~Female only (pending DM's discretion)
~All languages except Ancient(poniglyph) and SkyPian can be learned.
~All Occupations except marine can be taken
~Sight (Day 80' Night 10') Mermaid can see in darkness as they had to adapt to less light in underwater enviroments, though not as much as Fishmen since they live in brighter areas.
__________________
"Minotaur Rouges are awesome. After all, has anyone ever told you they were mugged by a 7ft tall cow-man before?"

One Piece Manual [In the Works, Feel Free to Check it Out!]

~Married to VirgoBushin in real life on May 31, 2010~

Last edited by Tsumeken : 04-23-2011 at 11:59 AM.
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